Comeback, Replica, Study
3 posters
RigidChips :: Rigid-Chips :: Files :: Aircraft
Page 1 of 1
Comeback, Replica, Study
I have been away for a while, and here I post some more.
It is a sort of P-38 Lightning keyboard controlled replica.
This is also my first tractor propeller aircraft to be stable along the Yaw axis.
I have been studying the effect on stability of a propeller in Rigid Chips, because in the real world a veichle is stable (generally speaking) when the center od Thrust, whatever the nature, is forward the center of mass, thus making a tractor propeller more stable than a pusher propeller, everything else being equal.
In Rigid Chips it is otherwise. It is possibly due to the fact that a propeller blade is made with a Trim Chip, giving the propeller a surface comparable to that of a Rudder or Elevator.
The R-119A twin boom configuration (which allows a greater rudder surface), nose-heavy attitude, and short propeller-to-CG distance make it stable along the Yaw axis.
To tell the truth it is not any faster than my previous models with comparable power and wing loading, but it is rather stable and fairly easy to fly.
It is a sort of P-38 Lightning keyboard controlled replica.
- Code:
Val
{
RollE(default=0,min=-20,max=20,disp=1)
RollW(default=0,min=-20,max=20,disp=1)
Ybar(default=0, min=-20,max=20, step=2)
RBar(default=0, min=-15,max=15, step=1)
PBar(default=-10,min=-40,max=20, step=1, disp=1)
Pitch(default=-10,min=-40,max=20, disp=1)
Yaw(default=0, min=-10, max=10, step=2, disp=0)
Rudd(default=0, min=-10, max=10, step=0)
Ster(default=0, min=-20, max=20, disp=0)
Trim(default=0, min=-360, max=360, disp=0)
Throttle(default=0, min=0, max=198000, disp=0)
Engine1(default=0, min=0, max=200000, disp=0)
Chocke1(default=0, min=0, max=2000, disp=0)
Engine2(default=0, min=0, max=200000, disp=0)
Chocke2(default=0, min=0, max=2000, disp=0)
Prop1(default=90, min=45, max=90, disp=0)
Feat1(default=45, min=0, max=45, disp=0)
Prop2(default=90, min=45, max=90, disp=0)
Feat2(default=45, min=0, max=45, disp=0)
SO1(default=0, disp=0)
SO2(default=0, disp=0)
Gear(default=0, min=0, max=1, step=0, disp=0)
Gear2(default=0, min=-90, max=0, disp=0)
Gear1(default=90, min=0, max=90, disp=0)
Gear3(default=0, min=-180, max=0)
ALVL(default=0, min=0, max=1, step=0, disp=0)
AALT(default=0, min=0, max=1, step=0, disp=0)
EB1(max=100, step=100, disp=0)
EB2(max=100, step=100, disp=0)
Ypar(default=0, disp=0)
BRK(default=0, min=0, max=200, step=200, disp=0)
Col1(default=#304000, disp=0)
Col1C(default=#608000, disp=0)
Col2(default=#151500)
Col2C(default=#353500)
// Col2(default=#800000, disp=0)
// Col2C(default=#ff0000, disp=0)
// Col1(default=#303032)
// Col1C(default=#606064)
SPR()
DMP()
TRCOL()
TRO1(default=#ffffff)
TRO2(default=#ffff00)
Combat()
Route(min=-360, max=360, disp=0)
}
Key
{
0:Pbar(step=1)
1:Pbar(step=-1)
2:Rbar(step=1)
3:Rbar(step=-1)
7:Ybar(step=-1)
9:Ybar(step=1)
15:Throttle(step=2000)
8:Throttle(step=-2000)
16:BRK(step=10)
}
Body {
Core(){
S:Frame(angle=160, option=1){S:Frame(angle=-160, option=1){
S:Cowl(angle=90, effect=#ffff){S:Cowl(angle=90, color=Col1){}E:Cowl(angle=90, color=Col1){}W:Cowl(angle=90, color=Col1){}}
N:Weight(option=2, color=Col1C){
S:Cowl(angle=90, option=1){S:Cowl(angle=90, color=Col1){}E:Cowl(angle=90, color=Col1){}W:Cowl(angle=90, color=Col1){}}
S:Cowl(angle=30, option=5, color=#604000){}
N:Weight(name=Nose, option=3, color=Col2C){
N:Cowl(angle=30, color=Col2){E:Cowl(angle=95, option=3, color=Col2){}W:Cowl(angle=95, option=4, color=Col2){}}
N:Cowl(angle=90, option=1){N:Cowl(angle=-120, color=Col2){E:Cowl(angle=-95, option=3, color=Col2){}W:Cowl(angle=-95, option=4, color=col2){}}}
S:Cowl(angle=90, option=1){S:Cowl(angle=90, color=Col1){}E:Cowl(angle=90, color=Col1){}W:Cowl(angle=90, color=Col1){}}
S:Cowl(angle=-30, effect=#a000){E:Cowl(angle=92, effect=#a000){}W:Cowl(angle=92, effect=#a000){}
S:Cowl(angle=25, effect=#a000){E:Cowl(angle=92, effect=#a000){}W:Cowl(angle=92, effect=#a000){}
S:Cowl(angle=25, effect=#a000){E:Cowl(angle=92, effect=#a000){}W:Cowl(angle=92, effect=#a000){}
S:Cowl(angle=25, option=5, color=Col1){E:Cowl(angle=92, option=4, color=Col1){}W:Cowl(angle=92, option=3, color=Col1){}}}}}
S:TrimF(angle=90, option=1){N:Frame(option=1){W:RudderF(angle=-Gear2, option=1){
E:Cowl(angle=-180, option=5, color=Col2){}
W:RudderF(angle=Gear3, option=1){
E:TrimF(angle=Ster, option=1){W:Frame(option=1){N:RudderF(option=1, spring=SPR, damper=DMP){S:Wheel(brake=Gear, effect=2, color=0){}}}}}}}}}}
S:Frame(option=1){
//FUEL TANK: DELETE IF NOT USEFUL
N:TrimF(name=Tank, angle=90, option=1){
E:Weight(option=2, color=Col1C){S:Weight(option=2, color=Col1C){
S:Trim(angle=45, color=Col2C){}S:Trim(angle=-45, color=Col2C){}}}}
N:Cowl(angle=170, option=1){N:Cowl(angle=20, color=Col1){N:Cowl(angle=160, color=Col1){N:Cowl(angle=20, option=5, color=Col1){
N:Cowl(angle=30, color=#604000){}}}}}
S:Cowl(angle=90, option=1){S:Cowl(angle=90, color=Col1){}E:Cowl(angle=90, color=Col1){}W:Cowl(angle=90, color=Col1){}
S:Cowl(angle=-135, color=Col1){E:Cowl(angle=-95, option=4, color=Col1){}W:Cowl(angle=-95, option=3, color=Col1){}}}
S:Cowl(angle=0, color=Col1){E:Cowl(angle=95, option=4, color=Col1){}W:Cowl(angle=95, option=3, color=Col1){}
N:Cowl(angle=60, option=5, color=#604000){}}
E:Frame(option=1){
N:Cowl(angle=170, color=Col1){N:Cowl(angle=20, color=Col1){}}
N:Cowl(angle=-170, color=Col1){N:Cowl(angle=-20, color=Col1){}}
E:Chip(color=Col1C){
N:Cowl(angle=170, color=Col1){N:Cowl(angle=20, color=Col1){}}
N:Cowl(angle=-170, color=Col1){N:Cowl(angle=-20, color=Col1){}}
N:Frame(angle=-30, option=1){
N:RLW(name=Eng21, angle=120, power=-Engine2, brake=EB2, effect=4, color=0){
N:Cowl(angle=-120, option=5, color=0){}
S:Cowl(angle=-120, option=5, color=0){}
E:Cowl(angle=-120, option=5){}
W:Cowl(angle=-120, option=5){}
N:Trim(angle=Prop2, color=#500000){}S:Trim(angle=Prop2, color=#500000){}}}
S:TrimF(angle=90, option=1){N:RudderF(angle=-Gear1, option=1){
S:Cowl(angle=-180, option=5, color=Col2){}
N:Frame(option=1){E:RudderF(option=1, spring=SPR, damper=DMP){W:Wheel(brake=BRK, effect=2, color=0){}}}}}
S:Frame(option=1){
N:Cowl(angle=-30, option=1){N:Cowl(angle=30, option=5, color=Col2){}N:Cowl(angle=50, option=5, color=#202020){}
N:Cowl(angle=120, option=1){N:Cowl(angle=-90, option=5, color=Col2){}N:Cowl(angle=-110, option=5, color=#202020){}
E:Cowl(angle=-90, option=5, color=Col2){}E:Cowl(angle=-110, option=5, color=#202020){}
W:Cowl(angle=-90, option=5, color=Col2){}W:Cowl(angle=-110, option=5, color=#202020){}}}
S:Frame(option=1){
N:Cowl(angle=-30, option=1){N:Cowl(angle=30, color=Col1){
S:Cowl(angle=10, color=Col1){E:Cowl(angle=160, color=Col1){}W:Cowl(angle=160, color=Col1){}
S:Cowl(color=Col1){E:Cowl(angle=160, color=Col1){}W:Cowl(angle=160, color=Col1){}
S:Cowl(color=Col1){E:Cowl(angle=160, option=4, color=Col1){}W:Cowl(angle=160, option=3, color=Col1){}}}}}
N:Cowl(angle=120, option=1){N:Cowl(angle=-90, color=Col1){
S:Cowl(angle=-10, color=Col1){E:Cowl(angle=-160, color=Col1){}W:Cowl(angle=-160, color=Col1){}
S:Cowl(color=Col1){E:Cowl(angle=-160, color=Col1){}W:Cowl(angle=-160, color=Col1){}
S:Cowl(color=Col1){E:Cowl(angle=-160, option=4, color=Col1){}W:Cowl(angle=-160, option=3, color=Col1){}}}}}
E:Cowl(angle=-90, color=Col1){}W:Cowl(angle=-90, color=Col1){}}}
S:Frame(name=TailE, option=1){
S:TrimF(angle=90, option=1){
N:Cowl(color=Col1){E:Cowl(option=3, color=Col1){}N:Cowl(option=5, color=Col1){}}
E:Trim(angle=Yaw, color=Col2C){W:Chip(color=Col2C){}}
E:Frame(angle=90, option=1){
W:Trim(angle=-Pitch, color=Col2C){W:Chip(color=Col2C){}}}}}}}
E:Chip(name=EW, color=Col1C){
N:Cowl(angle=170, color=Col1){E:Cowl(color=Col1){E:Cowl(angle=10, option=4, color=Col1){}}}
N:Cowl(angle=-170, color=Col1){E:Cowl(color=Col1){E:Cowl(angle=-10, option=4, color=Col1){}}}
S:Chip(angle=RollE, color=Col2C){
S:Cowl(angle=170, color=Col2){}S:Cowl(angle=-170, color=Col2){}
E:Chip(color=Col2C){
S:Cowl(angle=170, color=Col2){E:Cowl(angle=10, option=3, color=Col2){}}
S:Cowl(angle=-170, color=Col2){E:Cowl(angle=-10, option=3, color=Col2){}}
}}}}}
W:Frame(option=1){
N:Cowl(angle=170, color=Col1){N:Cowl(angle=20, color=Col1){}}
N:Cowl(angle=-170, color=Col1){N:Cowl(angle=-20, color=Col1){}}
W:Chip(color=Col1C){N:Frame(angle=-30, option=1){
N:RLW(name=Eng11, angle=120, power=Engine1, brake=EB1, effect=4, color=0){
N:Cowl(angle=-120, option=5, color=0){}
S:Cowl(angle=-120, option=5, color=0){}
E:Cowl(angle=-120, option=5){}
W:Cowl(angle=-120, option=5){}
N:Trim(angle=-Prop1, color=#500000){}S:Trim(angle=-Prop1, color=#500000){}}}
S:TrimF(angle=90, option=1){N:RudderF(angle=-Gear1, option=1){
S:Cowl(angle=-180, option=5, color=Col2){}
N:Frame(option=1){E:RudderF(option=1, spring=SPR, damper=DMP){W:Wheel(brake=BRK, effect=2, color=0){}}}}}
S:Frame(option=1){
N:Cowl(angle=-30, option=1){N:Cowl(angle=30, option=5, color=Col2){}N:Cowl(angle=50, option=5, color=#202020){}
N:Cowl(angle=120, option=1){N:Cowl(angle=-90, option=5, color=Col2){}N:Cowl(angle=-110, option=5, color=#202020){}
E:Cowl(angle=-90, option=5, color=Col2){}E:Cowl(angle=-110, option=5, color=#202020){}
W:Cowl(angle=-90, option=5, color=Col2){}W:Cowl(angle=-110, option=5, color=#202020){}}}
S:Frame(option=1){
N:Cowl(angle=-30, option=1){N:Cowl(angle=30, color=Col1){
S:Cowl(angle=10, color=Col1){E:Cowl(angle=160, color=Col1){}W:Cowl(angle=160, color=Col1){}
S:Cowl(color=Col1){E:Cowl(angle=160, color=Col1){}W:Cowl(angle=160, color=Col1){}
S:Cowl(color=Col1){E:Cowl(angle=160, option=4, color=Col1){}W:Cowl(angle=160, option=3, color=Col1){}}}}}
N:Cowl(angle=120, option=1){N:Cowl(angle=-90, color=Col1){
S:Cowl(angle=-10, color=Col1){E:Cowl(angle=-160, color=Col1){}W:Cowl(angle=-160, color=Col1){}
S:Cowl(color=Col1){E:Cowl(angle=-160, color=Col1){}W:Cowl(angle=-160, color=Col1){}
S:Cowl(color=Col1){E:Cowl(angle=-160, option=4, color=Col1){}W:Cowl(angle=-160, option=3, color=Col1){}}}}}
E:Cowl(angle=-90, color=Col1){}W:Cowl(angle=-90, color=Col1){}}}
S:Frame(name=TailW, option=1){
S:TrimF(angle=-90, option=1){
N:Cowl(color=Col1){W:Cowl(option=4, color=Col1){}N:Cowl(option=5, color=Col1){}}
W:Trim(angle=Yaw, color=Col2C){E:Chip(color=Col2C){}}
W:Frame(angle=90, option=1){
E:Trim(angle=Pitch, color=Col2C){E:Chip(color=Col2C){}}}}}}}
W:Chip(name=WW, color=Col1C){
N:Cowl(angle=170, color=Col1){W:Cowl(color=Col1){W:Cowl(angle=10, option=3, color=Col1){}}}
N:Cowl(angle=-170, color=Col1){W:Cowl(color=Col1){W:Cowl(angle=-10, option=3, color=Col1){}}}
S:Chip(angle=RollW, color=Col2C){
S:Cowl(angle=170, color=Col2){}
S:Cowl(angle=-170, color=Col2){}
W:Chip(color=Col2C){
S:Cowl(angle=170, color=Col2){W:Cowl(angle=10, option=4, color=Col2){}}
S:Cowl(angle=-170, color=Col2){W:Cowl(angle=-10, option=4, color=Col2){}}
}}}}}}}}
}}
Script(){
print 0,"Echo Delta Oscar Inc. Intl. R-119A Lightning II"
print 1,"Arrow Keys for Pitch And Roll, A/D for Yaw"
print 2,"Z,X to switch on and off Engines"
print 3,"W/S for Throttle"
print 4,"F to toggle Gears, G to toggle Auto LEvel, B to toggle Altitude Hold AP"
print 5,"C to toggle HUD (slows down the games, not LUAed yet)"
Route=_TODEG(_PI()/2-_ATAN2(_Z(), _X()))
RouteRad=-_PI()/2-_ATAN2(_Z(), _X())
Combat=_MOD(Combat+_KEYDOWN(6),2)
SO1=_MOD(SO1+_KEYDOWN(4),2)
SO2=_MOD(SO2+_KEYDOWN(5),2)
Prop1=45+_VEL()/(9-2*Gear)*2+Feat1
Prop2=45+_VEL()/(9-2*Gear)*2+Feat2
if SO1=(1){
Chocke1=2000
Engine1=Throttle+Chocke1
Feat1=Feat1-1/3
Ex1=(Throttle+Chocke1)/(5+_ABS(105-_VEL())/20+_ABS(500-_Y())/20)}
if SO1=(0){
Chocke1=0
Engine1=0
Feat1=Feat1+1/3
EB1=EB1+10
Ex1=0}
if SO2=(1){
Chocke2=2000
Engine2=Throttle+Chocke2
Feat2=Feat2-1/3
Ex2=(Throttle+Chocke2)/(5+_ABS(105-_VEL())/20+_ABS(500-_Y())/20)}
if SO2=(0){
Chocke2=0
Engine2=0
Feat2=Feat2+1/3
EB2=EB2+10
Ex2=0}
ALVL=_MOD(ALVL+_KEYDOWN(13),2)
AALT=_MOD(AALT+_KEYDOWN(11),2)
if ALVL=(0){
Yaw=Ybar/2
RollE=Rbar-(_VY(EW)-_VY(WW))/(1+_ABS(Rbar))
RollW=-Rbar-(_VY(WW)-_VY(EW))/(1+_ABS(Rbar))
Rudd=0
Pitch=Pbar
Trim=_TODEG(_AX(Nose))}
Gear=_MOD(Gear+_KEYDOWN(12),2)
if Gear=(0){
Gear1=Gear1+1
Gear2=Gear2+1
Gear3=Gear3+2
Gear4=Gear4+5/2
Ster=-Ybar
SPR=1/20
DMP=1/5}
if Gear=(1){
Gear1=Gear1-1
Gear2=Gear2-1
Gear3=Gear3-2
Gear4=Gear4-5/2
Ster=0
BRK=BRK+1
SPR=1/2
DMP=1/2}
if _KEY(14)>(0){
_BYE(Tank)}
if ALVL=(1) & AALT=(0){
TRCOL=TRO1
Pitch=-10-Trim+_TODEG(_AX(Nose))+(_VY(Nose)-(_VY(TailE)+_VY(TailW))/2)}
if AALT=(0){
Ypar=_Y(Control)}
if ALVL=(1){
Rudd=Rudd+_KEY(9)/4-_KEY(7)/4
Trim=Trim+_KEY(1)/2-_KEY(0)/2
Yaw=Rudd
RollE=-_TODEG(_AZ(Nose))-Yaw*2-_VY(EW)
RollW=_TODEG(_AZ(Nose))+Yaw*2-_VY(WW)}
if ALVL=(1) & AALT=(1) & _ABS(Ypar-_Y())<20{
Ypar=Ypar+Trim/100
Pitch=((_Y())-(Ypar+13))+_TODEG(_AX(Nose))+(_VY(Nose)-(_VY(TailE)+_VY(TailW))/2)}
if ALVL=(1) & AALT=(1) & Ypar-_Y()>20{
Ypar=Ypar+Trim/100
Pitch=-33+_TODEG(_AX(Nose))+(_VY(Nose)-(_VY(TailE)+_VY(TailW))/2)}
if ALVL=(1) & AALT=(1) & Ypar-_Y()<(-20){
Ypar=Ypar+Trim/100
Pitch=7+_TODEG(_AX(Nose))+(_VY(Nose)-(_VY(TailE)+_VY(TailW))/2)}
if ALVL=(1) & AALT=(1){
TRCOL=TRO2
AltA=_TORAD(Ypar/10*36)
AltB=_TORAD(Ypar/100*36)
AltC=_TORAD(Ypar/1000*36)}
if _KEY(11)>(0) & AALT=(1){
Trim=0}
if _KEY(11)>(0) & AALT=(0){
Trim=2*_TODEG(_AX(Nose))}
if _ABS(_WY(ENG11)-_WY(ENG12))>=(170) | _ABS(_WY(ENG11)-_WY(ENG12))<=(1) & SO1=(1) & Combat>(0){
Timer=0
blerf=_SETCOLOR(#ffff00)
blerf=_MOVE2D(-62/32,-30/32)
blerf=_LINE2D(-52/32,-30/32)
blerf=_LINE2D(-52/32,-19/32)
blerf=_LINE2D(-62/32,-19/32)
blerf=_LINE2D(-62/32,-30/32)
blerf=_LINE2D(-52/32,-19/32)}
if _ABS(_WY(ENG21)-_WY(ENG22))>=(170) | _ABS(_WY(ENG21)-_WY(ENG22))<=(1) & SO2=(1) & Combat>(0){
Timer=0
blerf=_SETCOLOR(#ffff00)
blerf=_MOVE2D(-47/32,-30/32)
blerf=_LINE2D(-37/32,-30/32)
blerf=_LINE2D(-37/32,-19/32)
blerf=_LINE2D(-47/32,-19/32)
blerf=_LINE2D(-47/32,-30/32)
blerf=_LINE2D(-37/32,-19/32)}
if Feat1>(0) & Combat>(0){
blerf=_SETCOLOR(#aa00ff)
blerf=_MOVE2D(-62/32,-30/32)
blerf=_LINE2D(-57/32,-30/32)
blerf=_LINE2D(-57/32,-25/32)
blerf=_LINE2D(-62/32,-25/32)
blerf=_LINE2D(-62/32,-30/32)
blerf=_LINE2D(-57/32,-25/32)}
if Feat2>(0) & Combat>(0){
blerf=_SETCOLOR(#aa00ff)
blerf=_MOVE2D(-46/32,-30/32)
blerf=_LINE2D(-41/32,-30/32)
blerf=_LINE2D(-41/32,-25/32)
blerf=_LINE2D(-46/32,-25/32)
blerf=_LINE2D(-46/32,-30/32)
blerf=_LINE2D(-41/32,-25/32)}
if Combat>(0){
//ATTITUDE CONTROL
Blerf=_SETCOLOR(#00ff00)
Blerf=_MOVE2D(-1/2,0)
Blerf=_LINE2D(-6/10,0)
Blerf=_MOVE2D(1/2,0)
Blerf=_LINE2D(6/10,0)
Blerf=_MOVE2D(-1/2,-1/3*_TORAD(25))
Blerf=_LINE2D(-6/10,-1/3*_TORAD(25))
Blerf=_MOVE2D(1/2,-1/3*_TORAD(25))
Blerf=_LINE2D(6/10,-1/3*_TORAD(25))
Blerf=_MOVE2D(0,-1/2)
Blerf=_LINE2D(0,-6/10)
Blerf=_MOVE2D(-1/5,-1/40)
Blerf=_LINE2D(-1/40,-1/40)
Blerf=_MOVE2D(1/5,-1/40)
Blerf=_LINE2D(1/40,-1/40)
Blerf=_MOVE2D(-1/40,-1/40)
Blerf=_LINE2D(-1/40,-2/3)
Blerf=_MOVE2D(1/40,-1/40)
Blerf=_LINE2D(1/40,-2/3)
Blerf=_MOVE2D(-1/10,-1/2)
Blerf=_LINE2D(-1/40,-1/2)
Blerf=_MOVE2D(1/10,-1/2)
Blerf=_LINE2D(1/40,-1/2)
Blerf=_MOVE2D(-1/2,1/40)
Blerf=_LINE2D(1/2,1/40)
CRPU=-5/80
Blerf=_MOVE2D(-1/3,CRPU+1/80)
Blerf=_LINE2D(-1/40,CRPU+1/80)
Blerf=_MOVE2D(1/3,CRPU+1/80)
Blerf=_LINE2D(1/40,CRPU+1/80)
Blerf=_MOVE2D(-1/3,CRPU-1/80)
Blerf=_LINE2D(-1/40,CRPU-1/80)
Blerf=_MOVE2D(1/3,CRPU-1/80)
Blerf=_LINE2D(1/40,CRPU-1/80)
Blerf=_SETCOLOR(#000000)
Blerf=_MOVE2D(79/192,CRPU+1/80)
Blerf=_LINE2D(77/192,CRPU+1/80)
Blerf=_MOVE2D(79/192,CRPU+1/80)
Blerf=_LINE2D(39/96,CRPU+1/80)
Blerf=_LINE2D(39/96,CRPU-3/320)
Blerf=_LINE2D(5/12,CRPU-1/80)
Blerf=_SETCOLOR(#00ff00)
PA=-_COS(_EZ(Nose))
PB=_COS(_EZ(Nose))
PC=-3*_AX(Nose)-_SIN(_EZ(Nose))
PD=-3*_AX(Nose)+_SIN(_EZ(Nose))
PE=-3*_AX(Nose)
PF=-_SIN(-_EZ(Nose))
PG=-3*_AX(Nose)-_COS(_EZ(Nose))
blerf=_MOVE2D(3/7*PA,3/7*PC)
blerf=_LINE2D(3/7*PB,3/7*PD)
blerf=_MOVE2D(-1/80*_COS(_EZ(Nose)),3/7*PE-1/80*_SIN(_EZ(Nose)))
blerf=_LINE2D(-1/80*_COS(_EZ(Nose))+3/7*PF,3/7*PG-1/80*_SIN(_EZ(Nose)))
blerf=_MOVE2D(1/80*_COS(_EZ(Nose)),3/7*PE+1/80*_SIN(_EZ(Nose)))
blerf=_LINE2D(1/80*_COS(_EZ(Nose))+3/7*PF,3/7*PG+1/80*_SIN(_EZ(Nose)))
//ANEMOMETER
VPAR=_TORAD((_VEL()/90)*360)
blerf=_SETCOLOR(#ffffff)
blerf=_MOVE2D(5/4,1/2)
blerf=_LINE2D(5/4+1/5*_SIN(VPAR),1/2+1/5*_COS(VPAR))
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(5/4,1/2)
blerf=_LINE2D(5/4+1/5*_SIN(0),1/2+1/5*_COS(0))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(20)),1/2+1/5*_COS(_TORAD(20)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(40)),1/2+1/5*_COS(_TORAD(40)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(60)),1/2+1/5*_COS(_TORAD(60)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(80)),1/2+1/5*_COS(_TORAD(80)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(100)),1/2+1/5*_COS(_TORAD(100)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(120)),1/2+1/5*_COS(_TORAD(120)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(140)),1/2+1/5*_COS(_TORAD(140)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(160)),1/2+1/5*_COS(_TORAD(160)))
blerf=_SETCOLOR(#ffff00)
blerd=_MOVE2D(5/4,1/2)
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(160)),1/2+1/5*_COS(_TORAD(160)))
blerf=_SETCOLOR(#00ff00)
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(180)),1/2+1/5*_COS(_TORAD(180)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(200)),1/2+1/5*_COS(_TORAD(200)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(220)),1/2+1/5*_COS(_TORAD(220)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(240)),1/2+1/5*_COS(_TORAD(240)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(260)),1/2+1/5*_COS(_TORAD(260)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(280)),1/2+1/5*_COS(_TORAD(280)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(300)),1/2+1/5*_COS(_TORAD(300)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(320)),1/2+1/5*_COS(_TORAD(320)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(340)),1/2+1/5*_COS(_TORAD(340)))
blerf=_SETCOLOR(#aa0000)
blerf=_LINE2D(5/4,1/2)
//ALTIMETER
Alt1=_TORAD(_Y()/10*36)
Alt2=_TORAD(_Y()/100*36)
Alt3=_TORAD(_Y()/1000*36)
blerf=_SETCOLOR(#ffffff)
blerf=_MOVE2D(5/4,-5/8)
blerf=_LINE2D(5/4+1/4*_SIN(Alt1),-5/8+1/4*_COS(Alt1))
blerf=_MOVE2D(5/4,-5/8)
blerf=_LINE2D(5/4+1/5*_SIN(Alt2),-5/8+1/5*_COS(Alt2))
blerf=_MOVE2D(5/4,-5/8)
blerf=_LINE2D(5/4+1/7*_SIN(Alt3),-5/8+1/7*_COS(Alt3))
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(5/4,-5/8)
blerf=_LINE2D(5/4+1/4*_SIN(0),-5/8+1/4*_COS(0))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(20)),-5/8+1/4*_COS(_TORAD(20)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(40)),-5/8+1/4*_COS(_TORAD(40)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(60)),-5/8+1/4*_COS(_TORAD(60)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(80)),-5/8+1/4*_COS(_TORAD(80)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(100)),-5/8+1/4*_COS(_TORAD(100)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(120)),-5/8+1/4*_COS(_TORAD(120)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(140)),-5/8+1/4*_COS(_TORAD(140)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(160)),-5/8+1/4*_COS(_TORAD(160)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(180)),-5/8+1/4*_COS(_TORAD(180)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(200)),-5/8+1/4*_COS(_TORAD(200)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(220)),-5/8+1/4*_COS(_TORAD(220)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(240)),-5/8+1/4*_COS(_TORAD(240)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(260)),-5/8+1/4*_COS(_TORAD(260)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(280)),-5/8+1/4*_COS(_TORAD(280)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(300)),-5/8+1/4*_COS(_TORAD(300)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(320)),-5/8+1/4*_COS(_TORAD(320)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(340)),-5/8+1/4*_COS(_TORAD(340)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(360)),-5/8+1/4*_COS(_TORAD(360)))
blerf=_SETCOLOR(#00ff00)
blerf=_LINE2D(5/4,-5/8)
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(5/4+1/7*_SIN(0),-5/8+1/7*_COS(0))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(20)),-5/8+1/7*_COS(_TORAD(20)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(40)),-5/8+1/7*_COS(_TORAD(40)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(60)),-5/8+1/7*_COS(_TORAD(60)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(80)),-5/8+1/7*_COS(_TORAD(80)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(100)),-5/8+1/7*_COS(_TORAD(100)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(120)),-5/8+1/7*_COS(_TORAD(120)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(140)),-5/8+1/7*_COS(_TORAD(140)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(160)),-5/8+1/7*_COS(_TORAD(160)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(180)),-5/8+1/7*_COS(_TORAD(180)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(200)),-5/8+1/7*_COS(_TORAD(200)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(220)),-5/8+1/7*_COS(_TORAD(220)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(240)),-5/8+1/7*_COS(_TORAD(240)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(260)),-5/8+1/7*_COS(_TORAD(260)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(280)),-5/8+1/7*_COS(_TORAD(280)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(300)),-5/8+1/7*_COS(_TORAD(300)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(320)),-5/8+1/7*_COS(_TORAD(320)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(340)),-5/8+1/7*_COS(_TORAD(340)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(360)),-5/8+1/7*_COS(_TORAD(360)))
//GEAR
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(-1,0)
blerf=_LINE2D(-9/10,0)
blerf=_LINE2D(-19/20,-1/10*(1-2*Gear))
blerf=_LINE2D(-1,0)
//Throttle Panel
Blerf=_SETCOLOR(#ffffff)
TRP=((Chocke1+Chocke2)/2+Throttle)/20000*18
CRP=148916/20000*18
blerf=_MOVE2D(0,9/10)
blerf=_LINE2D(-1/2*_COS(_TORAD(TRP)),9/10-1/2*_SIN(_TORAD(TRP)))
Blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(7/10,19/20)
blerf=_LINE2D(-13/10,19/20)
blerf=_LINE2D(-13/10,13/20)
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(10)),19/20-3/10*_COS(_TORAD(10)))
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(20)),19/20-3/10*_COS(_TORAD(20)))
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(30)),19/20-3/10*_COS(_TORAD(30)))
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(40)),19/20-3/10*_COS(_TORAD(40)))
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(50)),19/20-3/10*_COS(_TORAD(50)))
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(60)),19/20-3/10*_COS(_TORAD(60)))
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(70)),19/20-3/10*_COS(_TORAD(70)))
blerf=_SETCOLOR(#ffff00)
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(80)),19/20-3/10*_COS(_TORAD(80)))
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(89)),19/20-3/10*_COS(_TORAD(89)))
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(-11/20,9/10)
blerf=_LINE2D(-13/20,9/10)
blerf=_MOVE2D(-11/20*_COS(_TORAD(15)),9/10-11/20*_SIN(_TORAD(15)))
blerf=_LINE2D(-13/20*_COS(_TORAD(15)),9/10-13/20*_SIN(_TORAD(15)))
blerf=_MOVE2D(-11/20*_COS(_TORAD(30)),9/10-11/20*_SIN(_TORAD(30)))
blerf=_LINE2D(-13/20*_COS(_TORAD(30)),9/10-13/20*_SIN(_TORAD(30)))
blerf=_MOVE2D(-11/20*_COS(_TORAD(45)),9/10-11/20*_SIN(_TORAD(45)))
blerf=_LINE2D(-13/20*_COS(_TORAD(45)),9/10-13/20*_SIN(_TORAD(45)))
blerf=_MOVE2D(-11/20*_COS(_TORAD(60)),9/10-11/20*_SIN(_TORAD(60)))
blerf=_LINE2D(-13/20*_COS(_TORAD(60)),9/10-13/20*_SIN(_TORAD(60)))
blerf=_MOVE2D(-11/20*_COS(_TORAD(75)),9/10-11/20*_SIN(_TORAD(75)))
blerf=_LINE2D(-13/20*_COS(_TORAD(75)),9/10-13/20*_SIN(_TORAD(75)))
blerf=_MOVE2D(-11/20*_COS(_TORAD(90)),9/10-11/20*_SIN(_TORAD(90)))
blerf=_LINE2D(-13/20*_COS(_TORAD(90)),9/10-13/20*_SIN(_TORAD(90)))
blerf=_MOVE2D(11/20,9/10)
blerf=_LINE2D(13/20,9/10)
blerf=_MOVE2D(11/20*_COS(_TORAD(15)),9/10-11/20*_SIN(_TORAD(15)))
blerf=_LINE2D(13/20*_COS(_TORAD(15)),9/10-13/20*_SIN(_TORAD(15)))
blerf=_MOVE2D(11/20*_COS(_TORAD(30)),9/10-11/20*_SIN(_TORAD(30)))
blerf=_LINE2D(13/20*_COS(_TORAD(30)),9/10-13/20*_SIN(_TORAD(30)))
blerf=_MOVE2D(11/20*_COS(_TORAD(45)),9/10-11/20*_SIN(_TORAD(45)))
blerf=_LINE2D(13/20*_COS(_TORAD(45)),9/10-13/20*_SIN(_TORAD(45)))
blerf=_MOVE2D(11/20*_COS(_TORAD(60)),9/10-11/20*_SIN(_TORAD(60)))
blerf=_LINE2D(13/20*_COS(_TORAD(60)),9/10-13/20*_SIN(_TORAD(60)))
blerf=_MOVE2D(11/20*_COS(_TORAD(75)),9/10-11/20*_SIN(_TORAD(75)))
blerf=_LINE2D(13/20*_COS(_TORAD(75)),9/10-13/20*_SIN(_TORAD(75)))
blerf=_SETCOLOR(#ff0000)
blerf=_MOVE2D(9/20*_COS(_TORAD(25)),9/10-9/20*_SIN(_TORAD(25)))
blerf=_LINE2D(13/20*_COS(_TORAD(25)),9/10-13/20*_SIN(_TORAD(25)))
blerf=_SETCOLOR(#ffff00)
blerf=_MOVE2D(7/20*_COS(_TORAD(180-CRP+1)),9/10-7/20*_SIN(_TORAD(180-CRP+1)))
blerf=_LINE2D(13/20*_COS(_TORAD(180-CRP+1)),9/10-13/20*_SIN(_TORAD(180-CRP+1)))
blerf=_MOVE2D(7/20*_COS(_TORAD(180-CRP-3)),9/10-7/20*_SIN(_TORAD(180-CRP-3)))
blerf=_LINE2D(13/20*_COS(_TORAD(180-CRP-3)),9/10-13/20*_SIN(_TORAD(180-CRP-3)))
//RPMs
blerf=_SETCOLOR(#ffffff)
RPM1=(_ABS(_WY(ENG11)-_WY(ENG12)))*5/40*9
Jet1=Ex1/3000*9
blerf=_MOVE2D(-15/8,-7/8)
blerf=_LINE2D(-15/8+1/4*_SIN(_TORAD(RPM1)),-7/8+1/4*_COS(_TORAD(RPM1)))
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(-61/32,-29/32)
blerf=_LINE2D(-61/32,-9/16)
blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(15)),-29/32+11/32*_COS(_TORAD(15)))
blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(30)),-29/32+11/32*_COS(_TORAD(30)))
blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(45)),-29/32+11/32*_COS(_TORAD(45)))
blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(60)),-29/32+11/32*_COS(_TORAD(60)))
blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(75)),-29/32+11/32*_COS(_TORAD(75)))
blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(90)),-29/32+11/32*_COS(_TORAD(90)))
blerf=_LINE2D(-51/32,-29/32)
blerf=_LINE2D(-61/32,-29/32)
blerf=_SETCOLOR(#ff0000)
blerf=_MOVE2D(-61/32,-29/32)
blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(75)),-29/32+11/32*_COS(_TORAD(75)))
blerf=_SETCOLOR(#ffffff)
RPM2=(_ABS(_WY(ENG21)-_WY(ENG22)))*5/40*9
Jet2=Ex2/3000*9
blerf=_MOVE2D(-11/8,-7/8)
blerf=_LINE2D(-11/8+1/4*_SIN(_TORAD(RPM2)),-7/8+1/4*_COS(_TORAD(RPM2)))
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(-45/32,-29/32)
blerf=_LINE2D(-45/32,-9/16)
blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(15)),-29/32+11/32*_COS(_TORAD(15)))
blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(30)),-29/32+11/32*_COS(_TORAD(30)))
blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(45)),-29/32+11/32*_COS(_TORAD(45)))
blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(60)),-29/32+11/32*_COS(_TORAD(60)))
blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(75)),-29/32+11/32*_COS(_TORAD(75)))
blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(90)),-29/32+11/32*_COS(_TORAD(90)))
blerf=_LINE2D(-35/32,-29/32)
blerf=_LINE2D(-45/32,-29/32)
blerf=_SETCOLOR(#ff0000)
blerf=_MOVE2D(-45/32,-29/32)
blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(75)),-29/32+11/32*_COS(_TORAD(75)))
//FUEL GAUGE
FPAR=_TORAD(_FUEL()/68000000*90)
blerf=_SETCOLOR(#ffffff)
blerf=_MOVE2D(-13/10,19/20)
blerf=_LINE2D(-13/10+3/10*_COS(FPAR),19/20-3/10*_SIN(FPAR))
//COMPASS
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(1/2,-2/3)
blerf=_LINE2D(1/2-1/7*_SIN(_AY(Nose)),-2/3+1/7*_COS(_AY(Nose)))
blerf=_SETCOLOR(#ffffff)
blerf=_LINE2D(1/2-1/8*_SIN(_AY(Nose)+1/10),-2/3+1/8*_COS(_AY(Nose)+1/10))
blerf=_LINE2D(1/2-1/8*_SIN(_AY(Nose)-1/10),-2/3+1/8*_COS(_AY(Nose)-1/10))
blerf=_LINE2D(1/2-1/7*_SIN(_AY(Nose)),-2/3+1/7*_COS(_AY(Nose)))
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(1/2,-2/3)
blerf=_LINE2D(1/2-1/7*_SIN(_AY(Nose)+_TORAD(90)),-2/3+1/7*_COS(_AY(Nose)+_TORAD(90)))
blerf=_MOVE2D(1/2,-2/3)
blerf=_LINE2D(1/2-1/7*_SIN(_AY(Nose)-_TORAD(90)),-2/3+1/7*_COS(_AY(Nose)-_TORAD(90)))
blerf=_MOVE2D(1/2,-2/3)
blerf=_LINE2D(1/2-1/7*_SIN(_AY(Nose)+_TORAD(180)),-2/3+1/7*_COS(_AY(Nose)+_TORAD(180)))
blerf=_SETCOLOR(#ffff00)
blerf=_MOVE2D(1/2,-2/3)
blerf=_LINE2D(1/2+1/24*_SIN(_AY(Nose)-RouteRad-_PI()/36),-2/3-1/24*_COS(_AY(Nose)-RouteRad-_PI()/36))
blerf=_LINE2D(1/2+1/9*_SIN(_AY(Nose)-RouteRad),-2/3-1/9*_COS(_AY(Nose)-RouteRad))
blerf=_LINE2D(1/2+1/24*_SIN(_AY(Nose)-RouteRad+_PI()/36),-2/3-1/24*_COS(_AY(Nose)-RouteRad+_PI()/36))
blerf=_LINE2D(1/2,-2/3)
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(1/2,-2/3+1/6)
blerf=_LINE2D(1/2+1/6*_SIN(_PI()/9),-2/3+1/6*_COS(_PI()/9))
blerf=_LINE2D(1/2+1/6*_SIN(2*_PI()/9),-2/3+1/6*_COS(2*_PI()/9))
blerf=_LINE2D(1/2+1/6*_SIN(_PI()/3),-2/3+1/6*_COS(_PI()/3))
blerf=_LINE2D(1/2+1/6*_SIN(4*_PI()/9),-2/3+1/6*_COS(4*_PI()/9))
blerf=_LINE2D(1/2+1/6*_SIN(5*_PI()/9),-2/3+1/6*_COS(5*_PI()/9))
blerf=_LINE2D(1/2+1/6*_SIN(2*_PI()/3),-2/3+1/6*_COS(2*_PI()/3))
blerf=_LINE2D(1/2+1/6*_SIN(7*_PI()/9),-2/3+1/6*_COS(7*_PI()/9))
blerf=_LINE2D(1/2+1/6*_SIN(8*_PI()/9),-2/3+1/6*_COS(8*_PI()/9))
blerf=_LINE2D(1/2,-2/3-1/6)
blerf=_SETCOLOR(#ff0000)
blerf=_LINE2D(1/2,-2/3+1/6)
blerf=_SETCOLOR(#00ff00)
blerf=_LINE2D(1/2-1/6*_SIN(_PI()/9),-2/3+1/6*_COS(_PI()/9))
blerf=_LINE2D(1/2-1/6*_SIN(2*_PI()/9),-2/3+1/6*_COS(2*_PI()/9))
blerf=_LINE2D(1/2-1/6*_SIN(_PI()/3),-2/3+1/6*_COS(_PI()/3))
blerf=_LINE2D(1/2-1/6*_SIN(4*_PI()/9),-2/3+1/6*_COS(4*_PI()/9))
blerf=_LINE2D(1/2-1/6*_SIN(5*_PI()/9),-2/3+1/6*_COS(5*_PI()/9))
blerf=_LINE2D(1/2-1/6*_SIN(2*_PI()/3),-2/3+1/6*_COS(2*_PI()/3))
blerf=_LINE2D(1/2-1/6*_SIN(7*_PI()/9),-2/3+1/6*_COS(7*_PI()/9))
blerf=_LINE2D(1/2-1/6*_SIN(8*_PI()/9),-2/3+1/6*_COS(8*_PI()/9))
blerf=_LINE2D(1/2,-2/3-1/6)
blerf=_MOVE2D(1/2,-2/3+1/5)
blerf=_LINE2D(1/2+1/5*_SIN(_PI()/9),-2/3+1/5*_COS(_PI()/9))
blerf=_LINE2D(1/2+1/5*_SIN(2*_PI()/9),-2/3+1/5*_COS(2*_PI()/9))
blerf=_LINE2D(1/2+1/5*_SIN(_PI()/3),-2/3+1/5*_COS(_PI()/3))
blerf=_LINE2D(1/2+1/5*_SIN(4*_PI()/9),-2/3+1/5*_COS(4*_PI()/9))
blerf=_LINE2D(1/2+1/5*_SIN(5*_PI()/9),-2/3+1/5*_COS(5*_PI()/9))
blerf=_LINE2D(1/2+1/5*_SIN(2*_PI()/3),-2/3+1/5*_COS(2*_PI()/3))
blerf=_LINE2D(1/2+1/5*_SIN(7*_PI()/9),-2/3+1/5*_COS(7*_PI()/9))
blerf=_LINE2D(1/2+1/5*_SIN(8*_PI()/9),-2/3+1/5*_COS(8*_PI()/9))
blerf=_LINE2D(1/2,-2/3-1/5)
blerf=_SETCOLOR(#ff0000)
blerf=_LINE2D(1/2,-2/3+1/5)
blerf=_SETCOLOR(#00ff00)
blerf=_LINE2D(1/2-1/5*_SIN(_PI()/9),-2/3+1/5*_COS(_PI()/9))
blerf=_LINE2D(1/2-1/5*_SIN(2*_PI()/9),-2/3+1/5*_COS(2*_PI()/9))
blerf=_LINE2D(1/2-1/5*_SIN(_PI()/3),-2/3+1/5*_COS(_PI()/3))
blerf=_LINE2D(1/2-1/5*_SIN(4*_PI()/9),-2/3+1/5*_COS(4*_PI()/9))
blerf=_LINE2D(1/2-1/5*_SIN(5*_PI()/9),-2/3+1/5*_COS(5*_PI()/9))
blerf=_LINE2D(1/2-1/5*_SIN(2*_PI()/3),-2/3+1/5*_COS(2*_PI()/3))
blerf=_LINE2D(1/2-1/5*_SIN(7*_PI()/9),-2/3+1/5*_COS(7*_PI()/9))
blerf=_LINE2D(1/2-1/5*_SIN(8*_PI()/9),-2/3+1/5*_COS(8*_PI()/9))
blerf=_LINE2D(1/2,-2/3-1/5)
}
//AALT
if Combat>(0) & ALVL=(1) & AALT=(1){
blerf=_SETCOLOR(#ffff00)
blerf=_MOVE2D(5/4,-5/8)
blerf=_LINE2D(5/4+1/4*_SIN(AltA),-5/8+1/4*_COS(AltA))
blerf=_MOVE2D(5/4,-5/8)
blerf=_LINE2D(5/4+1/5*_SIN(AltB),-5/8+1/5*_COS(AltB))
blerf=_MOVE2D(5/4,-5/8)
blerf=_LINE2D(5/4+1/7*_SIN(AltC),-5/8+1/7*_COS(AltC))}
//ALVL
if Combat>(0) & ALVL=(1){
blerf=_SETCOLOR(TRCOL)
blerf=_MOVE2D(-1/2,-1/3*_TORAD(Trim))
blerf=_LINE2D(1/2,-1/3*_TORAD(Trim))
blerf=_MOVE2D(1/2*_TORAD(Rudd),0)
blerf=_LINE2D(1/2*_TORAD(Rudd),-1/2)}
}
This is also my first tractor propeller aircraft to be stable along the Yaw axis.
I have been studying the effect on stability of a propeller in Rigid Chips, because in the real world a veichle is stable (generally speaking) when the center od Thrust, whatever the nature, is forward the center of mass, thus making a tractor propeller more stable than a pusher propeller, everything else being equal.
In Rigid Chips it is otherwise. It is possibly due to the fact that a propeller blade is made with a Trim Chip, giving the propeller a surface comparable to that of a Rudder or Elevator.
The R-119A twin boom configuration (which allows a greater rudder surface), nose-heavy attitude, and short propeller-to-CG distance make it stable along the Yaw axis.
To tell the truth it is not any faster than my previous models with comparable power and wing loading, but it is rather stable and fairly easy to fly.
Echo_Delta_Oscar- Hover
- Posts : 105
Join date : 2011-03-24
Re: Comeback, Replica, Study
I've had the same experiences when trying to create a high acceleration trim-based propeller fighter.
Early versions of it had the propeller in front, only to fail miserably when flailing around out of control.
A pusher configuration made it stable, but to a point where it's undesirable for a fighter(it couldn't circle around the stadium at water level while on a 30 degree elevator deflection - just so you know how undesirable that stability is) - so it became useless.
Anyway - i believe the high propeller area is the cause. external force model data analysis showed that on a pusher configuration less airflow was generated when the propeller blade was facing the same direction as a plane's angle of attack, and more on the opposite direction - which countered elevator movement too well.
The same thing tended to happen when the propeller was located in front of the CG, having an inverse effect on stability due to the blades' location.
Early versions of it had the propeller in front, only to fail miserably when flailing around out of control.
A pusher configuration made it stable, but to a point where it's undesirable for a fighter(it couldn't circle around the stadium at water level while on a 30 degree elevator deflection - just so you know how undesirable that stability is) - so it became useless.
Anyway - i believe the high propeller area is the cause. external force model data analysis showed that on a pusher configuration less airflow was generated when the propeller blade was facing the same direction as a plane's angle of attack, and more on the opposite direction - which countered elevator movement too well.
The same thing tended to happen when the propeller was located in front of the CG, having an inverse effect on stability due to the blades' location.
RA2lover- Walker
- Posts : 382
Join date : 2010-10-11
Age : 29
Location : Brazil
Re: Comeback, Replica, Study
Here is a comparison between two aircraft based on the same platform, the C-86 Dinghy:
C-86A (tractor propeller)
C-86B (pusher propeller)
I intended to share them in the same post, but it was too long and double-posting is better off avoided
It is very interesting, and the twin boom configuration seems to do the job.
I'll try to recreate the CG/propeller hub distance of the R-119A but using a conventional fuselage, to see how tall the rudder will result in an attempt to feather the plane.
C-86A (tractor propeller)
- Code:
Val
{
RollE(default=0,min=-25,max=25,step=2)
RollW(default=0,min=-25,max=25,step=2)
PBar(default=-4,min=-30,max=30,step=2)
Pitch(default=-4,min=-30,max=30)
DampE(default=-160, min=-180, max=-140)
DampW(default=-160, min=-180, max=-140)
Yaw(default=0, min=-20, max=20, step=2)
Rudd(default=0, min=-20, max=20, step=0)
Ster(default=0, min=-20, max=20)
Trim(default=0, min=-360, max=360, step=0)
Throttle(default=0, min=0, max=198000, step=0)
Engine1(default=0, min=0, max=200000, step=0)
Chocke1(default=0, min=0, max=2000, step=0)
Prop1(default=90, min=45, max=90)
Feat1(default=45, min=0, max=45)
SO1(default=0)
Gear(default=0, min=0, max=1, step=0)
Gear1(default=30, min=30, max=180)
Gear2(default=60, min=-180, max=60)
Flap()
FLP(default=165, min=165, max=180)
ALVL(default=0, min=0, max=1, step=0)
AALT(default=0, min=0, max=1, step=0)
EB1(max=100, step=100)
Ypar(default=0)
BRK(default=0, min=0, max=200, step=200)
Col1(default=#aaaa00)
Col1C(default=#ffff00)
Col2(default=#aa00aa)
Col2C(default=#ff00ff)
Timer()
SPR()
DMP()
TRCOL(disp=0)
TRO1(default=#ffffff,disp=0)
TRO2(default=#ffff00,disp=0)
Combat(disp=0)
Route(min=-360, max=360, disp=0)
}
Key
{
7:Yaw(step=-2)
9:Yaw(step=2)
0:Pbar(step=1)
1:Pbar(step=-1)
2:RollE(step=1),RollW(step=-1)
3:RollE(step=-1),RollW(step=1)
15:Throttle(step=2000)
8:Throttle(step=-2000)
16:BRK(step=10)
}
Body {
Core(){
S:Frame(angle=150, option=1){S:Frame(angle=-150, option=1){
N:Cowl(angle=-20, option=1){
N:Cowl(angle=110, option=1){
N:Cowl(angle=90, color=col1){}S:Cowl(angle=45, option=5, effect=#a000){}
S:Cowl(angle=135, color=#503000){S:Cowl(angle=-100, color=#503000){}}
E:Cowl(angle=90, color=col1){}W:Cowl(angle=90, color=col1){}}}
N:Frame(option=1){
E:Frame(color=col1C){N:Chip(angle=FLP, color=Col1C){}
S:cowl(color=Col1){}
E:Chip(color=col1C){E:Chip(name=EW, color=col1C){S:Chip(angle=RollE, color=col2C){
W:Cowl(color=Col2){}}}}}
W:Frame(color=col1C){N:Chip(angle=FLP, color=Col1C){}
S:Cowl(color=col1){}
W:Chip(color=col1C){W:Chip(name=WW, color=col1C){S:Chip(angle=RollW, color=col2C){
E:Cowl(color=Col2){}}}}}
N:Cowl(angle=-20, option=1){
N:Cowl(angle=110, option=1){
N:Cowl(angle=90, color=col1){}S:Cowl(angle=90, color=col1){}
E:Cowl(angle=90, color=col1){}W:Cowl(angle=90, color=col1){}}}
N:Frame(option=1){
N:Frame(angle=30, option=1){
N:RLW(name=ENG11, angle=-120, power=Engine1, effect=3, brake=EB1){
N:Trim(angle=Prop1, color=col2C){}S:Trim(angle=Prop1, color=col2C){}}}
E:Frame(angle=-120){E:Chip(angle=120, color=Col1C){
S:Cowl(option=4, color=Col1){}
E:Frame(color=Col1C){N:Chip(angle=FLP, color=Col1C){}
S:Cowl(color=Col1){E:Cowl(angle=120, option=1){}}
E:Chip(color=Col1C){
E:Cowl(option=3, color=Col1){}
S:Chip(angle=RollE, color=Col2C){E:Chip(color=Col2C){}}}}}}
W:Frame(angle=-120){W:Chip(angle=120, color=Col1C){
S:Cowl(option=3, color=Col1){}
W:Frame(color=Col1C){N:Chip(angle=FLP, color=Col1C){}
S:Cowl(color=Col1){W:Cowl(angle=120, option=1){}}
W:Chip(color=Col1C){
W:Cowl(option=4, color=Col1){}
S:Chip(angle=RollW, color=Col2C){W:Chip(color=Col2C){}}}}}}
E:Cowl(angle=-25, option=1){E:Cowl(option=1){}}
W:Cowl(angle=-25, option=1){W:Cowl(option=1){}}
N:Cowl(angle=-20, option=1){N:Cowl(angle=50, color=Col2){
E:Cowl(angle=92, option=3, color=col2){}W:Cowl(angle=92, option=4, color=col2){}}
N:Cowl(angle=110, option=1){N:Cowl(angle=-120, color=col2){
E:Cowl(angle=-92, option=3, color=col2){}W:Cowl(angle=-92, option=4, color=col2){}}
N:Cowl(angle=90, color=col1){}S:Cowl(angle=90, color=col1){}
E:Cowl(angle=90, color=col1){}W:Cowl(angle=90, color=col1){}}}
E:Frame(angle=Gear1, spring=SPR, damper=DMP){E:Wheel(angle=Gear2, option=1, brake=BRK, color=col2C){}}
W:Frame(angle=Gear1, spring=SPR, damper=DMP){W:Wheel(angle=Gear2, option=1, brake=BRK, color=col2C){}}
N:Weight(name=Nose, option=3, color=col2C){
}}}
S:Frame(option=1){
N:Cowl(angle=-20, option=1){
N:Cowl(angle=110, option=1){
N:Cowl(angle=90, color=col1){}S:Cowl(angle=90, color=col1){}
E:Cowl(angle=90, color=col1){}W:Cowl(angle=90, color=col1){}}}
S:TrimF(angle=90, option=1){E:Trim(angle=Yaw, color=col2C){W:Chip(color=col2C){W:Wheel(brake=Gear, effect=2, color=col2C){}}}}
S:Frame(name=Tail, option=1){
N:Cowl(angle=-20, option=1){
N:Cowl(angle=110, option=1){
N:Cowl(angle=90, color=col1){N:Cowl(angle=30, color=Col1){}}
S:Cowl(angle=90, color=col1){S:Cowl(angle=30, color=Col1){}}
E:Cowl(angle=90, color=col1){E:Cowl(option=5, color=col1){}}
W:Cowl(angle=90, color=col1){W:Cowl(option=5, color=Col1){}}}}
E:Trim(angle=Pitch, color=col2C){}W:Trim(angle=-Pitch, color=col2C){}}}
}}
}}
Script(){
print 0,"Echo Delta Oscar Inc. Intl."
print 1,"Arrow Keys for Pitch And Roll, A/D for Yaw"
print 2,"Z,X to switch on and off Engines"
print 3,"W/S for Throttle"
print 4,"F to toggle Gears, V to toggle Flaps"
print 5,"G to toggle Auto Level, B to toggle Altitude Hold AP"
print 6,"C to toggle HUD (slows down the games, not LUAed yet)"
Route=_TODEG(_PI()/2-_ATAN2(_Z(), _X()))
RouteRad=-_PI()/2-_ATAN2(_Z(), _X())
Combat=_MOD(Combat+_KEYDOWN(6),2)
SO1=_MOD(SO1+_KEYDOWN(4),2)
Prop1=45+_VEL()/(9-2*Gear)*2+Feat1
if SO1=(1){
Chocke1=2000
Engine1=Throttle+Chocke1
Feat1=Feat1-1/3}
if SO1=(0){
Chocke1=0
Engine1=0
Feat1=Feat1+1/3
EB1=EB1+1}
ALVL=_MOD(ALVL+_KEYDOWN(13),2)
AALT=_MOD(AALT+_KEYDOWN(11),2)
if ALVL=(0){
Rudd=0
Pitch=Pbar+(_VY(Nose)-_VY(Tail))*10/(1+_ABS(Pbar+4)*20)
Trim=3+_TODEG(_AX(Nose))}
Flap=_MOD(Flap+_KEYDOWN(10),2)
if Flap=(0){
FLP=FLP-1/2}
if Flap=(1){
FLP=FLP+1/2}
Gear=_MOD(Gear+_KEYDOWN(12),2)
if Gear=(0){
Gear1=Gear1-1
Gear2=Gear2+8/5
SPR=1/4
DMP=1/5}
if Gear=(1){
Gear1=Gear1+1
Gear2=Gear2-8/5
BRK=BRK+1
SPR=1/2
DMP=1/2}
if ALVL=(1) & AALT=(0){
TRCOL=TRO1
Pitch=-Trim+_TODEG(_AX(Nose))}
if AALT=(0){
Ypar=_Y(Control)}
if ALVL=(1){
Rudd=Rudd+_KEY(9)/4-_KEY(7)/4
Trim=Trim+_KEY(1)/2-_KEY(0)/2
Yaw=Rudd
RollE=-_TODEG(_AZ(Nose))-Yaw*2-_VY(EW)+_VY(WW)
RollW=_TODEG(_AZ(Nose))+Yaw*2-_VY(WW)+_VY(EW)}
if ALVL=(1) & AALT=(1) & _ABS(Ypar-_Y())<20{
Ypar=Ypar+Trim/100
Pitch=((_Y())-(Ypar+13))+_TODEG(_AX(Nose))+(_VY(Nose)-_VY(Tail))}
if ALVL=(1) & AALT=(1) & Ypar-_Y()>20{
Ypar=Ypar+Trim/100
Pitch=-33+_TODEG(_AX(Nose))+(_VY(Nose)-_VY(Tail))}
if ALVL=(1) & AALT=(1) & Ypar-_Y()<(-20){
Ypar=Ypar+Trim/100
Pitch=7+_TODEG(_AX(Nose))+(_VY(Nose)-_VY(Tail))}
if ALVL=(1) & AALT=(1){
TRCOL=TRO2
AltA=_TORAD(Ypar/10*36)
AltB=_TORAD(Ypar/100*36)
AltC=_TORAD(Ypar/1000*36)}
if _KEY(11)>(0) & AALT=(1){
Trim=0}
if _KEY(11)>(0) & AALT=(0){
Trim=2*_TODEG(_AX(Nose))}
if _ABS(_WY(ENG11)-_WY(ENG12))>=(170) | _ABS(_WY(ENG11)-_WY(ENG12))<=(1) & SO1=(1) & Combat>(0){
Timer=0
blerf=_SETCOLOR(#ffff00)
blerf=_MOVE2D(-62/32,-30/32)
blerf=_LINE2D(-52/32,-30/32)
blerf=_LINE2D(-52/32,-19/32)
blerf=_LINE2D(-62/32,-19/32)
blerf=_LINE2D(-62/32,-30/32)
blerf=_LINE2D(-52/32,-19/32)}
if Feat1>(0) & Combat>(0){
blerf=_SETCOLOR(#aa00ff)
blerf=_MOVE2D(-62/32,-30/32)
blerf=_LINE2D(-57/32,-30/32)
blerf=_LINE2D(-57/32,-25/32)
blerf=_LINE2D(-62/32,-25/32)
blerf=_LINE2D(-62/32,-30/32)
blerf=_LINE2D(-57/32,-25/32)}
if Combat>(0){
//ATTITUDE CONTROL
Blerf=_SETCOLOR(#00ff00)
Blerf=_MOVE2D(-1/2,0)
Blerf=_LINE2D(-6/10,0)
Blerf=_MOVE2D(1/2,0)
Blerf=_LINE2D(6/10,0)
Blerf=_MOVE2D(-1/2,-1/3*_TORAD(25))
Blerf=_LINE2D(-6/10,-1/3*_TORAD(25))
Blerf=_MOVE2D(1/2,-1/3*_TORAD(25))
Blerf=_LINE2D(6/10,-1/3*_TORAD(25))
Blerf=_MOVE2D(0,-1/2)
Blerf=_LINE2D(0,-6/10)
Blerf=_MOVE2D(-1/5,-1/40)
Blerf=_LINE2D(-1/40,-1/40)
Blerf=_MOVE2D(1/5,-1/40)
Blerf=_LINE2D(1/40,-1/40)
Blerf=_MOVE2D(-1/40,-1/40)
Blerf=_LINE2D(-1/40,-2/3)
Blerf=_MOVE2D(1/40,-1/40)
Blerf=_LINE2D(1/40,-2/3)
Blerf=_MOVE2D(-1/10,-1/2)
Blerf=_LINE2D(-1/40,-1/2)
Blerf=_MOVE2D(1/10,-1/2)
Blerf=_LINE2D(1/40,-1/2)
Blerf=_MOVE2D(-1/2,1/40)
Blerf=_LINE2D(1/2,1/40)
Blerf=_SETCOLOR(#00ff00)
PA=-_COS(_EZ(Nose))
PB=_COS(_EZ(Nose))
PC=-3*_AX(Nose)-_SIN(_EZ(Nose))
PD=-3*_AX(Nose)+_SIN(_EZ(Nose))
PE=-3*_AX(Nose)
PF=-_SIN(-_EZ(Nose))
PG=-3*_AX(Nose)-_COS(_EZ(Nose))
blerf=_MOVE2D(3/7*PA,3/7*PC)
blerf=_LINE2D(3/7*PB,3/7*PD)
blerf=_MOVE2D(-1/80*_COS(_EZ(Nose)),3/7*PE-1/80*_SIN(_EZ(Nose)))
blerf=_LINE2D(-1/80*_COS(_EZ(Nose))+3/7*PF,3/7*PG-1/80*_SIN(_EZ(Nose)))
blerf=_MOVE2D(1/80*_COS(_EZ(Nose)),3/7*PE+1/80*_SIN(_EZ(Nose)))
blerf=_LINE2D(1/80*_COS(_EZ(Nose))+3/7*PF,3/7*PG+1/80*_SIN(_EZ(Nose)))
//ANEMOMETER
VPAR=_TORAD((_VEL()/90)*360)
blerf=_SETCOLOR(#ffffff)
blerf=_MOVE2D(5/4,1/2)
blerf=_LINE2D(5/4+1/5*_SIN(VPAR),1/2+1/5*_COS(VPAR))
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(5/4,1/2)
blerf=_LINE2D(5/4+1/5*_SIN(0),1/2+1/5*_COS(0))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(20)),1/2+1/5*_COS(_TORAD(20)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(40)),1/2+1/5*_COS(_TORAD(40)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(60)),1/2+1/5*_COS(_TORAD(60)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(80)),1/2+1/5*_COS(_TORAD(80)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(100)),1/2+1/5*_COS(_TORAD(100)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(120)),1/2+1/5*_COS(_TORAD(120)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(140)),1/2+1/5*_COS(_TORAD(140)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(160)),1/2+1/5*_COS(_TORAD(160)))
blerf=_SETCOLOR(#ffff00)
blerd=_MOVE2D(5/4,1/2)
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(100)),1/2+1/5*_COS(_TORAD(100)))
blerf=_SETCOLOR(#00ff00)
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(180)),1/2+1/5*_COS(_TORAD(180)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(200)),1/2+1/5*_COS(_TORAD(200)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(220)),1/2+1/5*_COS(_TORAD(220)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(240)),1/2+1/5*_COS(_TORAD(240)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(260)),1/2+1/5*_COS(_TORAD(260)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(280)),1/2+1/5*_COS(_TORAD(280)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(300)),1/2+1/5*_COS(_TORAD(300)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(320)),1/2+1/5*_COS(_TORAD(320)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(340)),1/2+1/5*_COS(_TORAD(340)))
blerf=_SETCOLOR(#aa0000)
blerf=_LINE2D(5/4,1/2)
//ALTIMETER
Alt1=_TORAD(_Y()/10*36)
Alt2=_TORAD(_Y()/100*36)
Alt3=_TORAD(_Y()/1000*36)
blerf=_SETCOLOR(#ffffff)
blerf=_MOVE2D(5/4,-5/8)
blerf=_LINE2D(5/4+1/4*_SIN(Alt1),-5/8+1/4*_COS(Alt1))
blerf=_MOVE2D(5/4,-5/8)
blerf=_LINE2D(5/4+1/5*_SIN(Alt2),-5/8+1/5*_COS(Alt2))
blerf=_MOVE2D(5/4,-5/8)
blerf=_LINE2D(5/4+1/7*_SIN(Alt3),-5/8+1/7*_COS(Alt3))
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(5/4,-5/8)
blerf=_LINE2D(5/4+1/4*_SIN(0),-5/8+1/4*_COS(0))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(20)),-5/8+1/4*_COS(_TORAD(20)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(40)),-5/8+1/4*_COS(_TORAD(40)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(60)),-5/8+1/4*_COS(_TORAD(60)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(80)),-5/8+1/4*_COS(_TORAD(80)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(100)),-5/8+1/4*_COS(_TORAD(100)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(120)),-5/8+1/4*_COS(_TORAD(120)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(140)),-5/8+1/4*_COS(_TORAD(140)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(160)),-5/8+1/4*_COS(_TORAD(160)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(180)),-5/8+1/4*_COS(_TORAD(180)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(200)),-5/8+1/4*_COS(_TORAD(200)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(220)),-5/8+1/4*_COS(_TORAD(220)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(240)),-5/8+1/4*_COS(_TORAD(240)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(260)),-5/8+1/4*_COS(_TORAD(260)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(280)),-5/8+1/4*_COS(_TORAD(280)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(300)),-5/8+1/4*_COS(_TORAD(300)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(320)),-5/8+1/4*_COS(_TORAD(320)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(340)),-5/8+1/4*_COS(_TORAD(340)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(360)),-5/8+1/4*_COS(_TORAD(360)))
blerf=_SETCOLOR(#00ff00)
blerf=_LINE2D(5/4,-5/8)
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(5/4+1/7*_SIN(0),-5/8+1/7*_COS(0))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(20)),-5/8+1/7*_COS(_TORAD(20)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(40)),-5/8+1/7*_COS(_TORAD(40)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(60)),-5/8+1/7*_COS(_TORAD(60)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(80)),-5/8+1/7*_COS(_TORAD(80)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(100)),-5/8+1/7*_COS(_TORAD(100)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(120)),-5/8+1/7*_COS(_TORAD(120)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(140)),-5/8+1/7*_COS(_TORAD(140)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(160)),-5/8+1/7*_COS(_TORAD(160)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(180)),-5/8+1/7*_COS(_TORAD(180)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(200)),-5/8+1/7*_COS(_TORAD(200)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(220)),-5/8+1/7*_COS(_TORAD(220)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(240)),-5/8+1/7*_COS(_TORAD(240)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(260)),-5/8+1/7*_COS(_TORAD(260)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(280)),-5/8+1/7*_COS(_TORAD(280)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(300)),-5/8+1/7*_COS(_TORAD(300)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(320)),-5/8+1/7*_COS(_TORAD(320)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(340)),-5/8+1/7*_COS(_TORAD(340)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(360)),-5/8+1/7*_COS(_TORAD(360)))
//GEAR
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(-1,0)
blerf=_LINE2D(-9/10,0)
blerf=_LINE2D(-19/20,-1/10*(1-2*Gear))
blerf=_LINE2D(-1,0)
//FLAPS
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(1,0)
blerf=_LINE2D(9/10,0)
blerf=_LINE2D(19/20,-1/10*(1-2*Flap))
blerf=_LINE2D(1,0)
//Throttle Panel
Blerf=_SETCOLOR(#ffffff)
TRP=((Chocke1+Chocke2)/2+Throttle)/20000*18
CRP=148916/20000*18
blerf=_MOVE2D(0,9/10)
blerf=_LINE2D(-1/2*_COS(_TORAD(TRP)),9/10-1/2*_SIN(_TORAD(TRP)))
Blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(7/10,19/20)
blerf=_LINE2D(-13/10,19/20)
blerf=_LINE2D(-13/10,13/20)
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(10)),19/20-3/10*_COS(_TORAD(10)))
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(20)),19/20-3/10*_COS(_TORAD(20)))
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(30)),19/20-3/10*_COS(_TORAD(30)))
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(40)),19/20-3/10*_COS(_TORAD(40)))
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(50)),19/20-3/10*_COS(_TORAD(50)))
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(60)),19/20-3/10*_COS(_TORAD(60)))
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(70)),19/20-3/10*_COS(_TORAD(70)))
blerf=_SETCOLOR(#ffff00)
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(80)),19/20-3/10*_COS(_TORAD(80)))
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(89)),19/20-3/10*_COS(_TORAD(89)))
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(-11/20,9/10)
blerf=_LINE2D(-13/20,9/10)
blerf=_MOVE2D(-11/20*_COS(_TORAD(15)),9/10-11/20*_SIN(_TORAD(15)))
blerf=_LINE2D(-13/20*_COS(_TORAD(15)),9/10-13/20*_SIN(_TORAD(15)))
blerf=_MOVE2D(-11/20*_COS(_TORAD(30)),9/10-11/20*_SIN(_TORAD(30)))
blerf=_LINE2D(-13/20*_COS(_TORAD(30)),9/10-13/20*_SIN(_TORAD(30)))
blerf=_MOVE2D(-11/20*_COS(_TORAD(45)),9/10-11/20*_SIN(_TORAD(45)))
blerf=_LINE2D(-13/20*_COS(_TORAD(45)),9/10-13/20*_SIN(_TORAD(45)))
blerf=_MOVE2D(-11/20*_COS(_TORAD(60)),9/10-11/20*_SIN(_TORAD(60)))
blerf=_LINE2D(-13/20*_COS(_TORAD(60)),9/10-13/20*_SIN(_TORAD(60)))
blerf=_MOVE2D(-11/20*_COS(_TORAD(75)),9/10-11/20*_SIN(_TORAD(75)))
blerf=_LINE2D(-13/20*_COS(_TORAD(75)),9/10-13/20*_SIN(_TORAD(75)))
blerf=_MOVE2D(-11/20*_COS(_TORAD(90)),9/10-11/20*_SIN(_TORAD(90)))
blerf=_LINE2D(-13/20*_COS(_TORAD(90)),9/10-13/20*_SIN(_TORAD(90)))
blerf=_MOVE2D(11/20,9/10)
blerf=_LINE2D(13/20,9/10)
blerf=_MOVE2D(11/20*_COS(_TORAD(15)),9/10-11/20*_SIN(_TORAD(15)))
blerf=_LINE2D(13/20*_COS(_TORAD(15)),9/10-13/20*_SIN(_TORAD(15)))
blerf=_MOVE2D(11/20*_COS(_TORAD(30)),9/10-11/20*_SIN(_TORAD(30)))
blerf=_LINE2D(13/20*_COS(_TORAD(30)),9/10-13/20*_SIN(_TORAD(30)))
blerf=_MOVE2D(11/20*_COS(_TORAD(45)),9/10-11/20*_SIN(_TORAD(45)))
blerf=_LINE2D(13/20*_COS(_TORAD(45)),9/10-13/20*_SIN(_TORAD(45)))
blerf=_MOVE2D(11/20*_COS(_TORAD(60)),9/10-11/20*_SIN(_TORAD(60)))
blerf=_LINE2D(13/20*_COS(_TORAD(60)),9/10-13/20*_SIN(_TORAD(60)))
blerf=_MOVE2D(11/20*_COS(_TORAD(75)),9/10-11/20*_SIN(_TORAD(75)))
blerf=_LINE2D(13/20*_COS(_TORAD(75)),9/10-13/20*_SIN(_TORAD(75)))
blerf=_SETCOLOR(#ff0000)
blerf=_MOVE2D(9/20*_COS(_TORAD(25)),9/10-9/20*_SIN(_TORAD(25)))
blerf=_LINE2D(13/20*_COS(_TORAD(25)),9/10-13/20*_SIN(_TORAD(25)))
blerf=_SETCOLOR(#ffff00)
blerf=_MOVE2D(7/20*_COS(_TORAD(180-CRP+1)),9/10-7/20*_SIN(_TORAD(180-CRP+1)))
blerf=_LINE2D(13/20*_COS(_TORAD(180-CRP+1)),9/10-13/20*_SIN(_TORAD(180-CRP+1)))
blerf=_MOVE2D(7/20*_COS(_TORAD(180-CRP-3)),9/10-7/20*_SIN(_TORAD(180-CRP-3)))
blerf=_LINE2D(13/20*_COS(_TORAD(180-CRP-3)),9/10-13/20*_SIN(_TORAD(180-CRP-3)))
//RPMs
blerf=_SETCOLOR(#ffffff)
RPM1=(_ABS(_WY(ENG11)))*5/40*9
blerf=_MOVE2D(-15/8,-7/8)
blerf=_LINE2D(-15/8+1/4*_SIN(_TORAD(RPM1)),-7/8+1/4*_COS(_TORAD(RPM1)))
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(-61/32,-29/32)
blerf=_LINE2D(-61/32,-9/16)
blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(15)),-29/32+11/32*_COS(_TORAD(15)))
blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(30)),-29/32+11/32*_COS(_TORAD(30)))
blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(45)),-29/32+11/32*_COS(_TORAD(45)))
blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(60)),-29/32+11/32*_COS(_TORAD(60)))
blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(75)),-29/32+11/32*_COS(_TORAD(75)))
blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(90)),-29/32+11/32*_COS(_TORAD(90)))
blerf=_LINE2D(-51/32,-29/32)
blerf=_LINE2D(-61/32,-29/32)
blerf=_SETCOLOR(#ff0000)
blerf=_MOVE2D(-61/32,-29/32)
blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(75)),-29/32+11/32*_COS(_TORAD(75)))
//FUEL GAUGE
FPAR=_TORAD(_FUEL()/53000000*90)
blerf=_SETCOLOR(#ffffff)
blerf=_MOVE2D(-13/10,19/20)
blerf=_LINE2D(-13/10+3/10*_COS(FPAR),19/20-3/10*_SIN(FPAR))
//COMPASS
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(1/2,-2/3)
blerf=_LINE2D(1/2-1/7*_SIN(_AY(Nose)),-2/3+1/7*_COS(_AY(Nose)))
blerf=_SETCOLOR(#ffffff)
blerf=_LINE2D(1/2-1/8*_SIN(_AY(Nose)+1/10),-2/3+1/8*_COS(_AY(Nose)+1/10))
blerf=_LINE2D(1/2-1/8*_SIN(_AY(Nose)-1/10),-2/3+1/8*_COS(_AY(Nose)-1/10))
blerf=_LINE2D(1/2-1/7*_SIN(_AY(Nose)),-2/3+1/7*_COS(_AY(Nose)))
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(1/2,-2/3)
blerf=_LINE2D(1/2-1/7*_SIN(_AY(Nose)+_TORAD(90)),-2/3+1/7*_COS(_AY(Nose)+_TORAD(90)))
blerf=_MOVE2D(1/2,-2/3)
blerf=_LINE2D(1/2-1/7*_SIN(_AY(Nose)-_TORAD(90)),-2/3+1/7*_COS(_AY(Nose)-_TORAD(90)))
blerf=_MOVE2D(1/2,-2/3)
blerf=_LINE2D(1/2-1/7*_SIN(_AY(Nose)+_TORAD(180)),-2/3+1/7*_COS(_AY(Nose)+_TORAD(180)))
blerf=_SETCOLOR(#ffff00)
blerf=_MOVE2D(1/2,-2/3)
blerf=_LINE2D(1/2+1/24*_SIN(_AY(Nose)-RouteRad-_PI()/36),-2/3-1/24*_COS(_AY(Nose)-RouteRad-_PI()/36))
blerf=_LINE2D(1/2+1/9*_SIN(_AY(Nose)-RouteRad),-2/3-1/9*_COS(_AY(Nose)-RouteRad))
blerf=_LINE2D(1/2+1/24*_SIN(_AY(Nose)-RouteRad+_PI()/36),-2/3-1/24*_COS(_AY(Nose)-RouteRad+_PI()/36))
blerf=_LINE2D(1/2,-2/3)
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(1/2,-2/3+1/6)
blerf=_LINE2D(1/2+1/6*_SIN(_PI()/9),-2/3+1/6*_COS(_PI()/9))
blerf=_LINE2D(1/2+1/6*_SIN(2*_PI()/9),-2/3+1/6*_COS(2*_PI()/9))
blerf=_LINE2D(1/2+1/6*_SIN(_PI()/3),-2/3+1/6*_COS(_PI()/3))
blerf=_LINE2D(1/2+1/6*_SIN(4*_PI()/9),-2/3+1/6*_COS(4*_PI()/9))
blerf=_LINE2D(1/2+1/6*_SIN(5*_PI()/9),-2/3+1/6*_COS(5*_PI()/9))
blerf=_LINE2D(1/2+1/6*_SIN(2*_PI()/3),-2/3+1/6*_COS(2*_PI()/3))
blerf=_LINE2D(1/2+1/6*_SIN(7*_PI()/9),-2/3+1/6*_COS(7*_PI()/9))
blerf=_LINE2D(1/2+1/6*_SIN(8*_PI()/9),-2/3+1/6*_COS(8*_PI()/9))
blerf=_LINE2D(1/2,-2/3-1/6)
blerf=_SETCOLOR(#ff0000)
blerf=_LINE2D(1/2,-2/3+1/6)
blerf=_SETCOLOR(#00ff00)
blerf=_LINE2D(1/2-1/6*_SIN(_PI()/9),-2/3+1/6*_COS(_PI()/9))
blerf=_LINE2D(1/2-1/6*_SIN(2*_PI()/9),-2/3+1/6*_COS(2*_PI()/9))
blerf=_LINE2D(1/2-1/6*_SIN(_PI()/3),-2/3+1/6*_COS(_PI()/3))
blerf=_LINE2D(1/2-1/6*_SIN(4*_PI()/9),-2/3+1/6*_COS(4*_PI()/9))
blerf=_LINE2D(1/2-1/6*_SIN(5*_PI()/9),-2/3+1/6*_COS(5*_PI()/9))
blerf=_LINE2D(1/2-1/6*_SIN(2*_PI()/3),-2/3+1/6*_COS(2*_PI()/3))
blerf=_LINE2D(1/2-1/6*_SIN(7*_PI()/9),-2/3+1/6*_COS(7*_PI()/9))
blerf=_LINE2D(1/2-1/6*_SIN(8*_PI()/9),-2/3+1/6*_COS(8*_PI()/9))
blerf=_LINE2D(1/2,-2/3-1/6)
blerf=_MOVE2D(1/2,-2/3+1/5)
blerf=_LINE2D(1/2+1/5*_SIN(_PI()/9),-2/3+1/5*_COS(_PI()/9))
blerf=_LINE2D(1/2+1/5*_SIN(2*_PI()/9),-2/3+1/5*_COS(2*_PI()/9))
blerf=_LINE2D(1/2+1/5*_SIN(_PI()/3),-2/3+1/5*_COS(_PI()/3))
blerf=_LINE2D(1/2+1/5*_SIN(4*_PI()/9),-2/3+1/5*_COS(4*_PI()/9))
blerf=_LINE2D(1/2+1/5*_SIN(5*_PI()/9),-2/3+1/5*_COS(5*_PI()/9))
blerf=_LINE2D(1/2+1/5*_SIN(2*_PI()/3),-2/3+1/5*_COS(2*_PI()/3))
blerf=_LINE2D(1/2+1/5*_SIN(7*_PI()/9),-2/3+1/5*_COS(7*_PI()/9))
blerf=_LINE2D(1/2+1/5*_SIN(8*_PI()/9),-2/3+1/5*_COS(8*_PI()/9))
blerf=_LINE2D(1/2,-2/3-1/5)
blerf=_SETCOLOR(#ff0000)
blerf=_LINE2D(1/2,-2/3+1/5)
blerf=_SETCOLOR(#00ff00)
blerf=_LINE2D(1/2-1/5*_SIN(_PI()/9),-2/3+1/5*_COS(_PI()/9))
blerf=_LINE2D(1/2-1/5*_SIN(2*_PI()/9),-2/3+1/5*_COS(2*_PI()/9))
blerf=_LINE2D(1/2-1/5*_SIN(_PI()/3),-2/3+1/5*_COS(_PI()/3))
blerf=_LINE2D(1/2-1/5*_SIN(4*_PI()/9),-2/3+1/5*_COS(4*_PI()/9))
blerf=_LINE2D(1/2-1/5*_SIN(5*_PI()/9),-2/3+1/5*_COS(5*_PI()/9))
blerf=_LINE2D(1/2-1/5*_SIN(2*_PI()/3),-2/3+1/5*_COS(2*_PI()/3))
blerf=_LINE2D(1/2-1/5*_SIN(7*_PI()/9),-2/3+1/5*_COS(7*_PI()/9))
blerf=_LINE2D(1/2-1/5*_SIN(8*_PI()/9),-2/3+1/5*_COS(8*_PI()/9))
blerf=_LINE2D(1/2,-2/3-1/5)
}
//AALT
if Combat>(0) & ALVL=(1) & AALT=(1){
blerf=_SETCOLOR(#ffff00)
blerf=_MOVE2D(5/4,-5/8)
blerf=_LINE2D(5/4+1/4*_SIN(AltA),-5/8+1/4*_COS(AltA))
blerf=_MOVE2D(5/4,-5/8)
blerf=_LINE2D(5/4+1/5*_SIN(AltB),-5/8+1/5*_COS(AltB))
blerf=_MOVE2D(5/4,-5/8)
blerf=_LINE2D(5/4+1/7*_SIN(AltC),-5/8+1/7*_COS(AltC))}
//ALVL
if Combat>(0) & ALVL=(1){
blerf=_SETCOLOR(Trcol)
blerf=_MOVE2D(-1/2,-1/3*_TORAD(Trim))
blerf=_LINE2D(1/2,-1/3*_TORAD(Trim))
blerf=_MOVE2D(1/2*_TORAD(Rudd),0)
blerf=_LINE2D(1/2*_TORAD(Rudd),-1/2)}
}
}
C-86B (pusher propeller)
- Code:
Val
{
RollE(default=0,min=-25,max=25,step=4)
RollW(default=0,min=-25,max=25,step=4)
PBar(default=-4,min=-30,max=30,step=4)
Pitch(default=-4,min=-30,max=30)
DampE(default=-160, min=-180, max=-140)
DampW(default=-160, min=-180, max=-140)
Yaw(default=0, min=-20, max=20, step=2)
Rudd(default=0, min=-20, max=20, step=0)
Ster(default=0, min=-20, max=20)
Trim(default=0, min=-360, max=360, step=0)
Throttle(default=0, min=0, max=198000, step=0)
Engine1(default=0, min=0, max=200000, step=0)
Chocke1(default=0, min=0, max=2000, step=0)
Prop1(default=45, min=45, max=90)
Feat1(default=45, min=0, max=45)
SO1(default=0)
Gear(default=0, min=0, max=1, step=0)
Gear1(default=30, min=30, max=180)
Gear2(default=60, min=-180, max=60)
Flap()
FLP(default=165, min=165, max=180)
ALVL(default=0, min=0, max=1, step=0)
AALT(default=0, min=0, max=1, step=0)
EB1(max=100, step=100)
Ypar(default=0)
BRK(default=0, min=0, max=200, step=200)
Col2(default=#aaaa00)
Col2C(default=#ffff00)
Col1(default=#aa00aa)
Col1C(default=#ff00ff)
SPR()
DMP()
TRCOL()
TRO1(default=#ffff00)
TRO2(default=#ffffff)
Combat(disp=0)
}
Key
{
7:Yaw(step=-2)
9:Yaw(step=2)
0:Pbar(step=1)
1:Pbar(step=-1)
2:RollE(step=1),RollW(step=-1)
3:RollE(step=-1),RollW(step=1)
15:Throttle(step=2000)
8:Throttle(step=-2000)
16:BRK(step=10)
}
Body {
Core(){
S:Frame(angle=150, option=1){S:Frame(angle=-150, option=1){
N:Cowl(angle=-20, option=1){
N:Cowl(angle=110, option=1){
N:Cowl(angle=90, color=col1){}S:Cowl(angle=45, option=5, effect=#a000){}
S:Cowl(angle=135, color=#503000){S:Cowl(angle=-100, color=#503000){}}
E:Cowl(angle=90, color=col1){}W:Cowl(angle=90, color=col1){}}}
N:Frame(option=1){
E:Frame(color=col1C){N:Chip(angle=FLP, color=Col1C){}
S:cowl(color=Col1){}
E:Chip(color=col1C){E:Chip(name=EW, color=col1C){S:Chip(angle=RollE, color=col2C){
W:Cowl(color=Col2){}}}}}
W:Frame(color=col1C){N:Chip(angle=FLP, color=Col1C){}
S:Cowl(color=col1){}
W:Chip(color=col1C){W:Chip(name=WW, color=col1C){S:Chip(angle=RollW, color=col2C){
E:Cowl(color=Col2){}}}}}
N:Cowl(angle=-20, option=1){
N:Cowl(angle=110, option=1){
N:Cowl(angle=90, color=col1){}S:Cowl(angle=90, color=col1){}
E:Cowl(angle=90, color=col1){}W:Cowl(angle=90, color=col1){}}}
N:Frame(option=1){
E:Frame(angle=-120){E:Chip(angle=120, color=Col1C){
S:Cowl(option=4, color=Col1){}
E:Frame(color=Col1C){N:Chip(angle=FLP, color=Col1C){}
S:Cowl(color=Col1){E:Cowl(angle=120, option=1){}}
E:Chip(color=Col1C){
E:Cowl(option=3, color=Col1){}
S:Chip(angle=RollE, color=Col2C){E:Chip(color=Col2C){}}}}}}
W:Frame(angle=-120){W:Chip(angle=120, color=Col1C){
S:Cowl(option=3, color=Col1){}
W:Frame(color=Col1C){N:Chip(angle=FLP, color=Col1C){}
S:Cowl(color=Col1){W:Cowl(angle=120, option=1){}}
W:Chip(color=Col1C){
W:Cowl(option=4, color=Col1){}
S:Chip(angle=RollW, color=Col2C){W:Chip(color=Col2C){}}}}}}
E:Cowl(angle=-25, option=1){E:Cowl(option=1){}}
W:Cowl(angle=-25, option=1){W:Cowl(option=1){}}
N:Cowl(angle=-20, option=1){N:Cowl(angle=50, color=Col2){
E:Cowl(angle=92, option=3, color=col2){}W:Cowl(angle=92, option=4, color=col2){}}
N:Cowl(angle=110, option=1){N:Cowl(angle=-120, color=col2){
E:Cowl(angle=-92, option=3, color=col2){}W:Cowl(angle=-92, option=4, color=col2){}}
N:Cowl(angle=90, color=col1){}S:Cowl(angle=90, color=col1){}
E:Cowl(angle=90, color=col1){}W:Cowl(angle=90, color=col1){}}}
E:Frame(angle=Gear1, spring=SPR, damper=DMP){E:Wheel(angle=Gear2, option=1, brake=BRK, color=col2C){}}
W:Frame(angle=Gear1, spring=SPR, damper=DMP){W:Wheel(angle=Gear2, option=1, brake=BRK, color=col2C){}}
N:Weight(name=Nose, option=3, color=col2C){
}}}
S:Frame(option=1){
N:Cowl(angle=-20, option=1){
N:Cowl(angle=110, option=1){
N:Cowl(angle=90, color=col1){}S:Cowl(angle=90, color=col1){}
E:Cowl(angle=90, color=col1){}W:Cowl(angle=90, color=col1){}}}
S:TrimF(angle=90, option=1){E:Trim(angle=Yaw, color=col2C){W:Chip(color=col2C){W:Wheel(brake=Gear, option=1, color=col2C){}}}}
S:Frame(name=Tail, option=1){
S:Frame(option=1){N:Frame(angle=30, option=1){
N:RLW(name=ENG11, angle=-120, power=Engine1, effect=3, brake=EB1){
N:Trim(angle=Prop1, color=col2C){}S:Trim(angle=Prop1, color=col2C){}}}}
N:Cowl(angle=-20, option=1){
N:Cowl(angle=110, option=1){
N:Cowl(angle=90, color=col1){N:Cowl(angle=30, color=Col1){}}
S:Cowl(angle=90, color=col1){S:Cowl(angle=30, color=Col1){}}
E:Cowl(angle=90, color=col1){E:Cowl(option=5, color=col1){}}
W:Cowl(angle=90, color=col1){W:Cowl(option=5, color=Col1){}}}}
E:Trim(angle=Pitch, color=col2C){}W:Trim(angle=-Pitch, color=col2C){}}}
}}
}}
Script(){
print 0,"Echo Delta Oscar Inc. Intl."
print 1,"Arrow Keys for Pitch And Roll, A/D for Yaw"
print 2,"Z,X to switch on and off Engines"
print 3,"W/S for Throttle"
print 4,"F to toggle Gears, V to toggle Flaps"
print 5,"G to toggle Auto Level, B to toggle Altitude Hold AP"
print 6,"C to toggle HUD (slows down the games, not LUAed yet)"
Combat=_MOD(Combat+_KEYDOWN(6),2)
SO1=_MOD(SO1+_KEYDOWN(4),2)
Prop1=45+_VEL()/(9-2*Gear)*2+Feat1
if SO1=(1){
Chocke1=2000
Engine1=Throttle+Chocke1
Feat1=Feat1-1/3
Ex1=60}
if SO1=(0){
Chocke1=0
Engine1=0
Feat1=Feat1+1/3
EB1=EB1+1
Ex1=0}
ALVL=_MOD(ALVL+_KEYDOWN(13),2)
AALT=_MOD(AALT+_KEYDOWN(11),2)
if ALVL=(0){
Rudd=0
Pitch=Pbar+(_VY(Nose)-_VY(Tail))*10/(1+_ABS(Pbar+4)*20)
Trim=3+_TODEG(_AX(Nose))}
Flap=_MOD(Flap+_KEYDOWN(10),2)
if Flap=(0){
FLP=FLP-1/2}
if Flap=(1){
FLP=FLP+1/2}
Gear=_MOD(Gear+_KEYDOWN(12),2)
if Gear=(0){
Gear1=Gear1-1
Gear2=Gear2+8/5
SPR=1/4
DMP=1/5}
if Gear=(1){
Gear1=Gear1+1
Gear2=Gear2-8/5
BRK=BRK+1
SPR=1/2
DMP=1/2}
if ALVL=(1) & AALT=(0){
TRCOL=TRO1
Pitch=-Trim+_TODEG(_AX(Nose))}
if AALT=(0){
Ypar=_Y(Control)}
if ALVL=(1){
Rudd=Rudd+_KEY(9)/4-_KEY(7)/4
Trim=Trim+_KEY(1)/2-_KEY(0)/2
Yaw=Rudd
RollE=-_TODEG(_AZ(Nose))-Yaw*2-_VY(EW)+_VY(WW)
RollW=_TODEG(_AZ(Nose))+Yaw*2-_VY(WW)+_VY(EW)}
if ALVL=(1) & AALT=(1) & _ABS(Ypar-_Y())<20{
Ypar=Ypar+Trim/100
Pitch=((_Y())-(Ypar+5))+_TODEG(_AX(Nose))+(_VY(Nose)-_VY(Tail))}
if ALVL=(1) & AALT=(1) & Ypar-_Y()>20{
Ypar=Ypar+Trim/100
Pitch=-25+_TODEG(_AX(Nose))+(_VY(Nose)-_VY(Tail))}
if ALVL=(1) & AALT=(1) & Ypar-_Y()<(-20){
Ypar=Ypar+Trim/100
Pitch=25+_TODEG(_AX(Nose))+(_VY(Nose)-_VY(Tail))}
if ALVL=(1) & AALT=(1){
TRCOL=TRO2
AltA=_TORAD(Ypar/10*36)
AltB=_TORAD(Ypar/100*36)
AltC=_TORAD(Ypar/1000*36)}
if Throttle>(0){
Smoke=1}
if Throttle>(100000){
Smoke=2}
if Throttle>(150000){
Smoke=3}
if Throttle>(180000){
Smoke=4}
if _KEY(11)>(0) & AALT=(1){
Trim=0}
if _KEY(11)>(0) & AALT=(0){
Trim=2*_TODEG(_AX(Nose))}
if _ABS(_WY(ENG11)-_WY(ENG12))>=(164) | _ABS(_WY(ENG11)-_WY(ENG12))<=(1) & SO1=(1){
Timer=0
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(-62/32,-30/32)
blerf=_LINE2D(-52/32,-30/32)
blerf=_LINE2D(-52/32,-19/32)
blerf=_LINE2D(-62/32,-19/32)
blerf=_LINE2D(-62/32,-30/32)
blerf=_LINE2D(-52/32,-19/32)}
if Feat1>(0) & Combat>(0){
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(-62/32,-30/32)
blerf=_LINE2D(-57/32,-30/32)
blerf=_LINE2D(-57/32,-25/32)
blerf=_LINE2D(-62/32,-25/32)
blerf=_LINE2D(-62/32,-30/32)
blerf=_LINE2D(-57/32,-25/32)}
if Combat>(0){
//ATTITUDE CONTROL
Blerf=_SETCOLOR(#00ff00)
Blerf=_MOVE2D(-1/2,0)
Blerf=_LINE2D(-6/10,0)
Blerf=_MOVE2D(1/2,0)
Blerf=_LINE2D(6/10,0)
Blerf=_MOVE2D(-1/2,-1/3*_TORAD(25))
Blerf=_LINE2D(-6/10,-1/3*_TORAD(25))
Blerf=_MOVE2D(1/2,-1/3*_TORAD(25))
Blerf=_LINE2D(6/10,-1/3*_TORAD(25))
Blerf=_MOVE2D(0,-1/2)
Blerf=_LINE2D(0,-6/10)
Blerf=_MOVE2D(-1/5,-1/40)
Blerf=_LINE2D(-1/40,-1/40)
Blerf=_MOVE2D(1/5,-1/40)
Blerf=_LINE2D(1/40,-1/40)
Blerf=_MOVE2D(-1/40,-1/40)
Blerf=_LINE2D(-1/40,-2/3)
Blerf=_MOVE2D(1/40,-1/40)
Blerf=_LINE2D(1/40,-2/3)
Blerf=_MOVE2D(-1/10,-1/2)
Blerf=_LINE2D(-1/40,-1/2)
Blerf=_MOVE2D(1/10,-1/2)
Blerf=_LINE2D(1/40,-1/2)
Blerf=_MOVE2D(-1/2,1/40)
Blerf=_LINE2D(1/2,1/40)
Blerf=_SETCOLOR(#00ff00)
PA=-_COS(_EZ(Nose))
PB=_COS(_EZ(Nose))
PC=-3*_AX(Nose)-_SIN(_EZ(Nose))
PD=-3*_AX(Nose)+_SIN(_EZ(Nose))
PE=-3*_AX(Nose)
PF=-_SIN(-_EZ(Nose))
PG=-3*_AX(Nose)-_COS(_EZ(Nose))
blerf=_MOVE2D(3/7*PA,3/7*PC)
blerf=_LINE2D(3/7*PB,3/7*PD)
blerf=_MOVE2D(-1/80*_COS(_EZ(Nose)),3/7*PE-1/80*_SIN(_EZ(Nose)))
blerf=_LINE2D(-1/80*_COS(_EZ(Nose))+3/7*PF,3/7*PG-1/80*_SIN(_EZ(Nose)))
blerf=_MOVE2D(1/80*_COS(_EZ(Nose)),3/7*PE+1/80*_SIN(_EZ(Nose)))
blerf=_LINE2D(1/80*_COS(_EZ(Nose))+3/7*PF,3/7*PG+1/80*_SIN(_EZ(Nose)))
//ANEMOMETER
VPAR=_TORAD((_VEL()/90)*360)
blerf=_SETCOLOR(#ffffff)
blerf=_MOVE2D(5/4,1/2)
blerf=_LINE2D(5/4+1/5*_SIN(VPAR),1/2+1/5*_COS(VPAR))
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(5/4,1/2)
blerf=_LINE2D(5/4+1/5*_SIN(0),1/2+1/5*_COS(0))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(20)),1/2+1/5*_COS(_TORAD(20)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(40)),1/2+1/5*_COS(_TORAD(40)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(60)),1/2+1/5*_COS(_TORAD(60)))
blerf=_SETCOLOR(#ff0000)
blerd=_MOVE2D(5/4,1/2)
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(60)),1/2+1/5*_COS(_TORAD(60)))
blerf=_SETCOLOR(#00ff00)
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(80)),1/2+1/5*_COS(_TORAD(80)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(100)),1/2+1/5*_COS(_TORAD(100)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(120)),1/2+1/5*_COS(_TORAD(120)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(140)),1/2+1/5*_COS(_TORAD(140)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(160)),1/2+1/5*_COS(_TORAD(160)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(180)),1/2+1/5*_COS(_TORAD(180)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(200)),1/2+1/5*_COS(_TORAD(200)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(220)),1/2+1/5*_COS(_TORAD(220)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(240)),1/2+1/5*_COS(_TORAD(240)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(260)),1/2+1/5*_COS(_TORAD(260)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(280)),1/2+1/5*_COS(_TORAD(280)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(300)),1/2+1/5*_COS(_TORAD(300)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(320)),1/2+1/5*_COS(_TORAD(320)))
blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(340)),1/2+1/5*_COS(_TORAD(340)))
blerf=_SETCOLOR(#00ff00)
blerf=_LINE2D(5/4,1/2)
//ALTIMETER
Alt1=_TORAD(_Y()/10*36)
Alt2=_TORAD(_Y()/100*36)
Alt3=_TORAD(_Y()/1000*36)
blerf=_SETCOLOR(Trcol)
blerf=_MOVE2D(5/4,-5/8)
blerf=_LINE2D(5/4+1/4*_SIN(Alt1),-5/8+1/4*_COS(Alt1))
blerf=_MOVE2D(5/4,-5/8)
blerf=_LINE2D(5/4+1/5*_SIN(Alt2),-5/8+1/5*_COS(Alt2))
blerf=_MOVE2D(5/4,-5/8)
blerf=_LINE2D(5/4+1/7*_SIN(Alt3),-5/8+1/7*_COS(Alt3))
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(5/4,-5/8)
blerf=_LINE2D(5/4+1/4*_SIN(0),-5/8+1/4*_COS(0))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(20)),-5/8+1/4*_COS(_TORAD(20)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(40)),-5/8+1/4*_COS(_TORAD(40)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(60)),-5/8+1/4*_COS(_TORAD(60)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(80)),-5/8+1/4*_COS(_TORAD(80)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(100)),-5/8+1/4*_COS(_TORAD(100)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(120)),-5/8+1/4*_COS(_TORAD(120)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(140)),-5/8+1/4*_COS(_TORAD(140)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(160)),-5/8+1/4*_COS(_TORAD(160)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(180)),-5/8+1/4*_COS(_TORAD(180)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(200)),-5/8+1/4*_COS(_TORAD(200)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(220)),-5/8+1/4*_COS(_TORAD(220)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(240)),-5/8+1/4*_COS(_TORAD(240)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(260)),-5/8+1/4*_COS(_TORAD(260)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(280)),-5/8+1/4*_COS(_TORAD(280)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(300)),-5/8+1/4*_COS(_TORAD(300)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(320)),-5/8+1/4*_COS(_TORAD(320)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(340)),-5/8+1/4*_COS(_TORAD(340)))
blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(360)),-5/8+1/4*_COS(_TORAD(360)))
blerf=_SETCOLOR(#00ff00)
blerf=_LINE2D(5/4,-5/8)
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(5/4+1/7*_SIN(0),-5/8+1/7*_COS(0))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(20)),-5/8+1/7*_COS(_TORAD(20)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(40)),-5/8+1/7*_COS(_TORAD(40)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(60)),-5/8+1/7*_COS(_TORAD(60)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(80)),-5/8+1/7*_COS(_TORAD(80)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(100)),-5/8+1/7*_COS(_TORAD(100)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(120)),-5/8+1/7*_COS(_TORAD(120)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(140)),-5/8+1/7*_COS(_TORAD(140)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(160)),-5/8+1/7*_COS(_TORAD(160)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(180)),-5/8+1/7*_COS(_TORAD(180)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(200)),-5/8+1/7*_COS(_TORAD(200)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(220)),-5/8+1/7*_COS(_TORAD(220)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(240)),-5/8+1/7*_COS(_TORAD(240)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(260)),-5/8+1/7*_COS(_TORAD(260)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(280)),-5/8+1/7*_COS(_TORAD(280)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(300)),-5/8+1/7*_COS(_TORAD(300)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(320)),-5/8+1/7*_COS(_TORAD(320)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(340)),-5/8+1/7*_COS(_TORAD(340)))
blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(360)),-5/8+1/7*_COS(_TORAD(360)))
//GEAR
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(-1,0)
blerf=_LINE2D(-9/10,0)
blerf=_LINE2D(-19/20,-1/10*(1-2*Gear))
blerf=_LINE2D(-1,0)
//Throttle Panel
Blerf=_SETCOLOR(#00ff00)
TRP=((Chocke1+Chocke2)/2+Throttle)/20000*18
CRP=148916/20000*18
blerf=_MOVE2D(0,9/10)
blerf=_LINE2D(-1/2*_COS(_TORAD(TRP)),9/10-1/2*_SIN(_TORAD(TRP)))
Blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(7/10,19/20)
blerf=_LINE2D(-13/10,19/20)
blerf=_LINE2D(-13/10,13/20)
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(10)),19/20-3/10*_COS(_TORAD(10)))
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(20)),19/20-3/10*_COS(_TORAD(20)))
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(30)),19/20-3/10*_COS(_TORAD(30)))
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(40)),19/20-3/10*_COS(_TORAD(40)))
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(50)),19/20-3/10*_COS(_TORAD(50)))
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(60)),19/20-3/10*_COS(_TORAD(60)))
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(70)),19/20-3/10*_COS(_TORAD(70)))
blerf=_SETCOLOR(#00ff00)
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(80)),19/20-3/10*_COS(_TORAD(80)))
blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(89)),19/20-3/10*_COS(_TORAD(89)))
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(-11/20,9/10)
blerf=_LINE2D(-13/20,9/10)
blerf=_MOVE2D(-11/20*_COS(_TORAD(15)),9/10-11/20*_SIN(_TORAD(15)))
blerf=_LINE2D(-13/20*_COS(_TORAD(15)),9/10-13/20*_SIN(_TORAD(15)))
blerf=_MOVE2D(-11/20*_COS(_TORAD(30)),9/10-11/20*_SIN(_TORAD(30)))
blerf=_LINE2D(-13/20*_COS(_TORAD(30)),9/10-13/20*_SIN(_TORAD(30)))
blerf=_MOVE2D(-11/20*_COS(_TORAD(45)),9/10-11/20*_SIN(_TORAD(45)))
blerf=_LINE2D(-13/20*_COS(_TORAD(45)),9/10-13/20*_SIN(_TORAD(45)))
blerf=_MOVE2D(-11/20*_COS(_TORAD(60)),9/10-11/20*_SIN(_TORAD(60)))
blerf=_LINE2D(-13/20*_COS(_TORAD(60)),9/10-13/20*_SIN(_TORAD(60)))
blerf=_MOVE2D(-11/20*_COS(_TORAD(75)),9/10-11/20*_SIN(_TORAD(75)))
blerf=_LINE2D(-13/20*_COS(_TORAD(75)),9/10-13/20*_SIN(_TORAD(75)))
blerf=_MOVE2D(-11/20*_COS(_TORAD(90)),9/10-11/20*_SIN(_TORAD(90)))
blerf=_LINE2D(-13/20*_COS(_TORAD(90)),9/10-13/20*_SIN(_TORAD(90)))
blerf=_MOVE2D(11/20,9/10)
blerf=_LINE2D(13/20,9/10)
blerf=_MOVE2D(11/20*_COS(_TORAD(15)),9/10-11/20*_SIN(_TORAD(15)))
blerf=_LINE2D(13/20*_COS(_TORAD(15)),9/10-13/20*_SIN(_TORAD(15)))
blerf=_MOVE2D(11/20*_COS(_TORAD(30)),9/10-11/20*_SIN(_TORAD(30)))
blerf=_LINE2D(13/20*_COS(_TORAD(30)),9/10-13/20*_SIN(_TORAD(30)))
blerf=_MOVE2D(11/20*_COS(_TORAD(45)),9/10-11/20*_SIN(_TORAD(45)))
blerf=_LINE2D(13/20*_COS(_TORAD(45)),9/10-13/20*_SIN(_TORAD(45)))
blerf=_MOVE2D(11/20*_COS(_TORAD(60)),9/10-11/20*_SIN(_TORAD(60)))
blerf=_LINE2D(13/20*_COS(_TORAD(60)),9/10-13/20*_SIN(_TORAD(60)))
blerf=_MOVE2D(11/20*_COS(_TORAD(75)),9/10-11/20*_SIN(_TORAD(75)))
blerf=_LINE2D(13/20*_COS(_TORAD(75)),9/10-13/20*_SIN(_TORAD(75)))
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(9/20*_COS(_TORAD(25)),9/10-9/20*_SIN(_TORAD(25)))
blerf=_LINE2D(13/20*_COS(_TORAD(25)),9/10-13/20*_SIN(_TORAD(25)))
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(7/20*_COS(_TORAD(180-CRP+1)),9/10-7/20*_SIN(_TORAD(180-CRP+1)))
blerf=_LINE2D(13/20*_COS(_TORAD(180-CRP+1)),9/10-13/20*_SIN(_TORAD(180-CRP+1)))
blerf=_MOVE2D(7/20*_COS(_TORAD(180-CRP-3)),9/10-7/20*_SIN(_TORAD(180-CRP-3)))
blerf=_LINE2D(13/20*_COS(_TORAD(180-CRP-3)),9/10-13/20*_SIN(_TORAD(180-CRP-3)))
//RPMs
blerf=_SETCOLOR(#00ff00)
RPM1=(_ABS(_WY(ENG11)-_WY(ENG12)))*5/40*9
blerf=_MOVE2D(-15/8,-7/8)
blerf=_LINE2D(-15/8+1/4*_SIN(_TORAD(RPM1)),-7/8+1/4*_COS(_TORAD(RPM1)))
blerf=_MOVE2D(-61/32,-29/32)
blerf=_LINE2D(-61/32,-9/16)
blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(15)),-29/32+11/32*_COS(_TORAD(15)))
blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(30)),-29/32+11/32*_COS(_TORAD(30)))
blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(45)),-29/32+11/32*_COS(_TORAD(45)))
blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(60)),-29/32+11/32*_COS(_TORAD(60)))
blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(75)),-29/32+11/32*_COS(_TORAD(75)))
blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(90)),-29/32+11/32*_COS(_TORAD(90)))
blerf=_LINE2D(-51/32,-29/32)
blerf=_LINE2D(-61/32,-29/32)
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(-61/32,-29/32)
blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(75)),-29/32+11/32*_COS(_TORAD(75)))
//FUEL GAUGE
FPAR=_TORAD(_FUEL()/78500000*90)
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(-13/10,19/20)
blerf=_LINE2D(-13/10+3/10*_COS(FPAR),19/20-3/10*_SIN(FPAR))
}
//AALT
if Combat>(0) & ALVL=(1) & AALT=(1){
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(5/4,-5/8)
blerf=_LINE2D(5/4+1/4*_SIN(AltA),-5/8+1/4*_COS(AltA))
blerf=_MOVE2D(5/4,-5/8)
blerf=_LINE2D(5/4+1/5*_SIN(AltB),-5/8+1/5*_COS(AltB))
blerf=_MOVE2D(5/4,-5/8)
blerf=_LINE2D(5/4+1/7*_SIN(AltC),-5/8+1/7*_COS(AltC))}}
//ALVL
if Combat>(0) & ALVL=(1){
blerf=_SETCOLOR(Trcol)
blerf=_MOVE2D(-1/2,-1/3*_TORAD(Trim))
blerf=_LINE2D(1/2,-1/3*_TORAD(Trim))
blerf=_MOVE2D(1/2*_TORAD(Rudd),0)
blerf=_LINE2D(1/2*_TORAD(Rudd),-1/2)}
}
I intended to share them in the same post, but it was too long and double-posting is better off avoided
It is very interesting, and the twin boom configuration seems to do the job.
I'll try to recreate the CG/propeller hub distance of the R-119A but using a conventional fuselage, to see how tall the rudder will result in an attempt to feather the plane.
Echo_Delta_Oscar- Hover
- Posts : 105
Join date : 2011-03-24
Re: Comeback, Replica, Study
we can always use pastebin for that^^
RA2lover- Walker
- Posts : 382
Join date : 2010-10-11
Age : 29
Location : Brazil
Re: Comeback, Replica, Study
To tell you the truth, I've never had problems with stability on my tractor-propeller planes. Whether it's because I'm just lucky or because they're all multiple engine aircraft I don't know. Very nice aircraft, by the way.
Maurice- Hover
- Posts : 153
Join date : 2011-10-07
Age : 28
Location : The early 1970's
RigidChips :: Rigid-Chips :: Files :: Aircraft
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum